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Question by B-R-J · Feb 19, 2018 at 06:29 PM · animationpluginstweening

dotween doshakescale reseting to original scale

I am trying to make a 2D sprite bounce like jelly using DoTween's DOShakeScale. I put DoShakeScale inside OnCollisionEnter2D so that my bouncing sprite could shake scale like some jelly block. But the scale does not revert when the bouncing stops. Is it possible to revert an object's scale to its original after a doShakeScale ? Edited: the script reference is just the Collision detection.

         void OnCollisionEnter2D(Collision2D other)
     {
         transform.DOShakeScale(0.1f, new Vector3(0.4f,0.3f,0f),0,0f,false);
     }
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avatar image PersianKiller · Feb 19, 2018 at 06:45 PM 0
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dude let people see your script ,maybe someone could help you :)

avatar image B-R-J PersianKiller · Feb 19, 2018 at 06:48 PM 0
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I added the code. It's just the Collision Detection in OnCollisionEnter2D. There's a DOShakeScale inside that.

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Answer by Shiv7n · Mar 31, 2020 at 01:31 PM

In case someone would find t$$anonymous$$s thread :

  transform.DORewind ();
  transform.DOPunchScale (new Vector3 (1, 1, 1), .25f);

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Answer by Fritsl · Mar 17, 2019 at 11:41 AM

Bumping t$$anonymous$$s! :)

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Answer by Nikhil_Ghode · Mar 11, 2020 at 11:46 AM

I would rather prefer not to use DOShakeScale

i usually use t$$anonymous$$s to replace DOShakeScale:

Vector3 OriginalScale= transform.localScale; DOTween.Sequence() .Append(transform.DOScale(new Vector3(OriginalScale.x + 0.5f, OriginalScale.y + 0.5f, OriginalScale.z + 0.5f), 0.2f).SetEase(Ease.Linear)) .Append(transform.DOScale(OriginalScale, 0.2f).SetEase(Ease.Linear));

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