Table of Contents

Miscellaneous Topics

Conflict Detection

HyperTween employs tween conflict detection meaning that if a tween starts that would write to the same output and target as another tween, the existing tween will be stopped. Currently, conflicted tweens behave like tweens that naturally stop in that sequences involving these tweens will continue normally. In the future there will be more control over this.

Sequence Timing Accuracy

As tweens are only processed once per frame, tweens will always last for slightly longer than their duration. When tweens are added to sequences, HyperTween automatically causes subsequent tweens to skip this portion of their duration such that the duration of the total sequence is more accurate.

In the case of playing tweens manually, for example using InvokeActionOnStop(), the invocation context contains the TweenDurationOverflow component which indicates how much excess time the tween was active for. You can pass this value to Play() in order to skip that amount of time on the next tween. This ensures that you get accurate timing overall. See the Polyrhythm Sample for an example of this in action - notice how even though each of the notes is playing on its own timing, they still perfectly synchronize after multiple cycles.