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Lightning-fast and Zero Allocation Tween Library for Unity.

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And remove System.Runtime.CompilerServices.Unsafe.dll as it is included in UnityNuGet.

BindToTMPChar系のモーションから作成されたMotionHandleのCompleteを呼んでもモーション終了地点まで行かず、Cancelと同様の挙動になっていました。

bug

As a workaround, I can make it stop via changing the scheduler to FixedUpdate. But I still want it to make it still update every frame rather than FixedUpdate but...

Feeding the animation time of a MotionHandle to a new MotionBuilder allow interrupting the animation and reverse it Sample Project https://github.com/mic-code/LitMotionToggleSample https://github.com/AnnulusGames/LitMotion/assets/26720201/518e9373-44b8-4eaf-b930-379e40abd86b

Related to https://github.com/AnnulusGames/LitMotion/issues/33 On delegate binding, struct wrapper class will reduce allocation even if it is not pooled. Because non static lambda allocates an anonymous wrapper and a delegate. Furthermore,...

Related to #33 Poolable LinkedList will allow multiple complete/cancel callbacks with state. Action is large class so, this also reduce GC allocation. Many codes invoking callbacks or wrapping deletages (e.g....

Currently there's no callback when the loop point being reached, which could be very helpful when some value needs to be reset after every loop.

RunnerCache will cache the Updating Runner, so replaying it will not create a new Updating Runner, only Reset() However, the Reset() function of the Updating Runner does not reset the...

I see you have a pull request about sequences. May I ask when have you considered merg this to the main branch