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Demigiant avatar Demigiant commented on August 20, 2024

Hi,

I'm not sure what you mean with "move by path like in iTween". A DOPath returns to the origin position only if the last waypoint coincides with that, if you use SetOptions to close the path, or if you set a Yoyo loop with even cycles. Those are all customized options, otherwise the path ends where the last waypoint is.

Also, as far as I know, DOTween (as HOTween before it) has more path movement features than iTween, so everything you did there you should be able to do here.

Let me know what you meant with more details.

Cheers,
Daniele

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Demigiant avatar Demigiant commented on August 20, 2024

Heads up: didn't get any reply in 8 days, so unless I get one I'm gonna close this issue after 2 more days or so.

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Demigiant avatar Demigiant commented on August 20, 2024

Closing this issue since I didn't receive any additional information

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flywithfang avatar flywithfang commented on August 20, 2024

sorry for the late reply. i am busy these days.
DoPath is ok. It work as I wish and no loop.
I recheck my original code.
I use one gaussian curve as the ease cure in the following code, so the cube will return to the path origin.
It is my fault.
Now we are using Dotween happily. Thank you for your great software.
Sequence mySequence = DOTween.Sequence();

    var dir = new Vector3(1f,0f,1f).normalized;
    Vector3[] ps= new Vector3[2];

    ps[0]=target.position + dir*3f ;
    ps[0].y+= 3f;
    ps[1] = target.position + dir*6f;

    mySequence.Append(target.DOPath(ps,1f,PathType.CatmullRom).SetEase(curve).SetOptions(false).SetLoops(0));

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Demigiant avatar Demigiant commented on August 20, 2024

Thank you for the update, and glad all it's working :)

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