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Description
I have something like:
reloadSequence = DOTween.Sequence()
.SetId(instance.reloadTweenId)
.Pause()
.SetUpdate(false)
.Join(instance.currentActiveAmmoRect.DOAnchorPos(new Vector2(0, 0), instance.reloadTime))
.Join(instance.currentActiveAmmoRect.DORotate(new Vector3(0, 0, 90), instance.reloadTime))
.OnComplete(() => ReloadComplete());
Another script updates this Sequence via .Goto() to manually progress the normalized progress of the sequence.
I've tried setting different ID's to each join, setting autokill to off, etc.
I think this might be not sequences, but Goto(), as on scrapping the sequence and creating instead two separate Tweens with different IDs, SetUpdate(false), Pause(), and wrote a helper method that simply updates both .Goto(progress) separately and it still ignores the rotate tween entirely.
My instinct is it's something with Goto + multiple tweens on the same object that creates a situation where Goto either only updates the first tween on an object or at least causes addition tweens past the first on the object to be ignored or not updated.