DOTween50 Methods that extend known Unity objects and allow to directly create and control tweens from their instances. These, as all DOTween50 methods, require Unity 5.0 or later. Tweens an AudioMixer's exposed float to the given value. Also stores the AudioMixer as the tween's target so it can be used for filtered operations. Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer. Name given to the exposed float to set The end value to reachThe duration of the tween Completes all tweens that have this target as a reference (meaning tweens that were started from this target, or that had this target added as an Id) and returns the total number of tweens completed (meaning the tweens that don't have infinite loops and were not already complete) For Sequences only: if TRUE also internal Sequence callbacks will be fired, otherwise they will be ignored Kills all tweens that have this target as a reference (meaning tweens that were started from this target, or that had this target added as an Id) and returns the total number of tweens killed. If TRUE completes the tween before killing it Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference (meaning tweens that were started from this target, or that had this target added as an Id) and returns the total number of tweens flipped. Sends to the given position all tweens that have this target as a reference (meaning tweens that were started from this target, or that had this target added as an Id) and returns the total number of tweens involved. Time position to reach (if higher than the whole tween duration the tween will simply reach its end) If TRUE will play the tween after reaching the given position, otherwise it will pause it Pauses all tweens that have this target as a reference (meaning tweens that were started from this target, or that had this target added as an Id) and returns the total number of tweens paused. Plays all tweens that have this target as a reference (meaning tweens that were started from this target, or that had this target added as an Id) and returns the total number of tweens played. Plays backwards all tweens that have this target as a reference (meaning tweens that were started from this target, or that had this target added as an Id) and returns the total number of tweens played. Plays forward all tweens that have this target as a reference (meaning tweens that were started from this target, or that had this target added as an Id) and returns the total number of tweens played. Restarts all tweens that have this target as a reference (meaning tweens that were started from this target, or that had this target added as an Id) and returns the total number of tweens restarted. Rewinds all tweens that have this target as a reference (meaning tweens that were started from this target, or that had this target added as an Id) and returns the total number of tweens rewinded. Smoothly rewinds all tweens that have this target as a reference (meaning tweens that were started from this target, or that had this target added as an Id) and returns the total number of tweens rewinded. Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference (meaning tweens that were started from this target, or that had this target added as an Id) and returns the total number of tweens involved. Methods that extend Tween objects and allow to control or get data from them. These require at least Unity 5.3 Returns a that waits until the tween is killed or complete. It can be used inside a coroutine as a yield. Example usage:yield return myTween.WaitForCompletion(true); Returns a that waits until the tween is killed or rewinded. It can be used inside a coroutine as a yield. Example usage:yield return myTween.WaitForRewind(); Returns a that waits until the tween is killed. It can be used inside a coroutine as a yield. Example usage:yield return myTween.WaitForKill(); Returns a that waits until the tween is killed or has gone through the given amount of loops. It can be used inside a coroutine as a yield. Example usage:yield return myTween.WaitForElapsedLoops(2); Elapsed loops to wait for Returns a that waits until the tween is killed or has reached the given position (loops included, delays excluded). It can be used inside a coroutine as a yield. Example usage:yield return myTween.WaitForPosition(2.5f); Position (loops included, delays excluded) to wait for Returns a that waits until the tween is killed or started (meaning when the tween is set in a playing state the first time, after any eventual delay). It can be used inside a coroutine as a yield. Example usage:yield return myTween.WaitForStart();