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Question by jorgon · Sep 30, 2011 at 07:46 AM · animationitweenactivation

ÇHow can I activate and deactivate an iTween animation over an object?

Hi mates!.

My question is : how can I activate and deactivate an animation made with iTween?.

I've got my iTween animation applied over an object with their child objects inside and I want that this object appears, execute its animation and disappears when the animation is completed.

I want to control the appearing and playing its animation when a counter reaches some value from another script.

 iTweenEvent.GetEvent(WOW, escalado).Play();

Inside an if with the counter reaching the trigger value I tried to activate the animation...But the animation didn't start.

Other option could be activate and deactivate the object with the option "play automatically" activated...But I think it's not very elegant.

I'd like any way to handle these events in javascript for iTween inside Unity3D.

Thank you very much in advance.

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Answer by timsk · Sep 30, 2011 at 12:46 PM

Just put the iTween code in a function, then call that function when you need it.

Pseudo-code:

 function AnimateCube()
 {
     iTween.animationcode
 }

 function Update()
 {
 if(animate = true)
 {
     AnimateCube()
 }
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avatar image jorgon · Oct 04, 2011 at 08:21 AM 0
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Thanks for your help. :-)

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