Comments (1)
If you have one only one scene loaded, you can stop all tweens by calling Tween.StopAll()
. If you have multiple scenes loaded, there is currently no way to stop all tweens only in one specific scene.
I should mention that with PrimeTween it's safe to change scenes or destroy objects with running tweens, so using Tween.StopAll()
may not be even necessary in the majority of cases.
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Related Issues (20)
- The looping functionality within the Tween seems not working. HOT 5
- Commercial use help wanted. HOT 3
- When exiting the run mode, calling Tween.StopAll in the OnDisable callback may occasionally trigger warnNoInstance HOT 2
- Sequence.Insert() feature request HOT 1
- DontDestroyOnLoad errors HOT 3
- Plan for animation component for GameObjects (DOTweenAnimation equivalent)? HOT 1
- Using tween.Complete() after using a loop to modify the Scale value will cause the scale value to be abnormal. HOT 2
- How to SetEase to a ShakeLocalPosition? HOT 3
- Unity 2022.3.17f1 last update HOT 3
- Assert method call in Sequence causes allocation HOT 1
- Does cancellation tokens work with stopping tweens? HOT 1
- Tweens do not have a fixedUpdate update mode? HOT 3
- Ask for review only in response to userβs action. HOT 5
- Equivalent of Ease.Flash HOT 3
- GetTweensCount broken for sequences HOT 5
- Interpolation factor can be calculated incorrectly when cyclic tween is not started yet HOT 4
- Fixed in 1.1.16: enabling PRIME_TWEEN_SAFETY_CHECKS in IL2CPP builds throws exception HOT 3
- Redundant error message log spam when using useFixedUpdate on both a Sequence and its Tweens HOT 2
- When an ongoing tween is happening while an object is destroyed, an error is logged - with no way to disable?
- Chaining PositionAtSpeed tweens doesn't work as expected HOT 3
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