Performance issues with Tween.StopAll #128
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We are going to use PrimeTween to replace DoTween, but there is a performance issue that needs to be confirmed. There are a large number of GameObjects in the scene, and each GameObject plays a large number of tween animations at the same time. I need to call tween.stopAll(target) to stop all tween animations on a certain GameObject. In this usage scenario, I would like to know the performance comparison between PrimeTween's Tween.stopAll(target) and Dotween's DOTween.Kill(target). Look forward to your reply and suggestions. |
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Hey! I would like to start by saying that both PrimeTween's In regards to performance, both PrimeTween's Instead of using Please tell me if this helps. |
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Hey!
I would like to start by saying that both PrimeTween's
Tween.StopAll(target)
andDOTween.Kill(targetOrId)
don't support stopping all animations on a particular GameObject hierarchy. The GameObject type is rarely an animation target unless you're doing something likeTween.Custom(gameObject, ...)
. So, if you have a position animation that has a Transform target, it would not be possible to stop it by passing GameObject target.In regards to performance, both PrimeTween's
Tween.StopAll(target)
andDOTween.Kill(targetOrId)
are not the best choices if you call them frequently on many objects because they iterate over all running animations. And if you do that for all running animations, …