#

- Developed by Dented Pixel
API Docs for: LeanTween 2.46

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# LTDescr Class

Defined in: `LTDescr.cs:5`

Internal Representation of a Tween
This class represents all of the optional parameters you can pass to a method (it also represents the internal representation of the tween).
Optional Parameters are passed at the end of every method:
Example:
LeanTween.moveX( gameObject, 1f, 1f).setEase( LeanTweenType.easeInQuad ).setDelay(1f);
You can pass the optional parameters in any order, and chain on as many as you wish.
You can also pass parameters at a later time by saving a reference to what is returned.
Retrieve a unique id for the tween by using the "id" property. You can pass this to LeanTween.pause, LeanTween.resume, LeanTween.cancel, LeanTween.isTweening methods

#### Example:

int id = LeanTween.moveX(gameObject, 1f, 3f).id;
// pause a specific tween
LeanTween.pause(id);
// resume later
LeanTween.resume(id);
// check if it is tweening before kicking of a new tween
if( LeanTween.isTweening( id ) ){
LeanTween.cancel( id );
LeanTween.moveZ(gameObject, 10f, 3f);
}

## Constructor

### `LTDescr`

()

Defined in `LTDescr.cs:5`

- Index
- Methods

## Item Index

### Methods

- pause
- resume
- setAxis
- setDelay
- setDirection
- setEase
- setEase (AnimationCurve)
- setFrom
- setIgnoreTimeScale
- setLoopClamp
- setLoopOnce
- setLoopPingPong
- setOnComplete
- setOnComplete (object)
- setOnCompleteOnRepeat
- setOnCompleteOnStart
- setOnCompleteParam
- setOnStart
- setOnUpdate
- setOnUpdate (object)
- setOnUpdate (Vector3)
- setOnUpdateParam
- setOrientToPath
- setOrientToPath2d
- setOvershoot
- setPassed
- setPeriod
- setPoint
- setRecursive
- setRepeat
- setScale
- setSpeed
- setTime
- setTo
- setUseFrames
- updateNow

## Methods

### `pause`

() LTDescr

Defined in `LTDescr.cs:1160`

Pause a tween

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

### `resume`

() LTDescr

Defined in `LTDescr.cs:1175`

Resume a paused tween

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

### `setAxis`

(

- `axis`

)
LTDescr

Defined in `LTDescr.cs:1187`

Set Axis optional axis for tweens where it is relevant

#### Parameters:

- `axis` Vector3

  either the tween rotates around, or the direction it faces in the case of setOrientToPath

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setAxis(Vector3.forward);

### `setDelay`

(

- `float`

)
LTDescr

Defined in `LTDescr.cs:1201`

Delay the start of a tween

#### Parameters:

- `float` Float

  time The time to complete the tween in

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveX(gameObject, 5f, 2.0f ).setDelay( 1.5f );

### `setDirection`

(

- `direction:float`

)
LTDescr

Defined in `LTDescr.cs:2236`

Set the direction of a tween -1f for backwards 1f for forwards (currently only bezier and spline paths are supported)

#### Parameters:

- `direction:float` Float

  the direction that the tween should run, -1f for backwards 1f for forwards

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveSpline(gameObject, new Vector3[]{new Vector3(0f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,0f),new Vector3(1f,0f,1f)}, 1.5f).setDirection(-1f);

### `setEase`

(

- `easeType:LeanTweenType`

)
LTDescr

Defined in `LTDescr.cs:1216`

Set the type of easing used for the tween.

- List of all the ease types.
- This page helps visualize the different easing equations

#### Parameters:

- `easeType:LeanTweenType` LeanTweenType

  the easing type to use

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeInBounce );

### `setEase (AnimationCurve)`

(

- `easeDefinition:AnimationCurve`

)
LTDescr

Defined in `LTDescr.cs:1666`

Set the type of easing used for the tween with a custom curve.

#### Parameters:

- `easeDefinition:AnimationCurve` AnimationCurve

  an AnimationCure that describes the type of easing you want, this is great for when you want a unique type of movement

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeInBounce );

### `setFrom`

(

- `from:Vector3`

)
LTDescr

Defined in `LTDescr.cs:1707`

Set the beginning of the tween

#### Parameters:

- `from:Vector3` Vector3

  the point you would like the tween to start at

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LTDescr descr = LeanTween.move( cube, Vector3.up, new Vector3(1f,3f,0f), 1.0f ).setFrom( new Vector3(5f,10f,3f) );

### `setIgnoreTimeScale`

(

- `useUnScaledTime:bool`

)
LTDescr

Defined in `LTDescr.cs:1826`

Set ignore time scale when tweening an object when you want the animation to be time-scale independent (ignores the Time.timeScale value). Great for pause screens, when you want all other action to be stopped (or slowed down)

#### Parameters:

- `useUnScaledTime:bool` Bool

  whether to use the unscaled time or not

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 2 ).setIgnoreTimeScale( true );

### `setLoopClamp`

(

- `loops:int`

)
LTDescr

Defined in `LTDescr.cs:1875`

When the animation gets to the end it starts back at where it began

#### Parameters:

- `loops:int` Int

  (defaults to -1) how many times you want the loop to happen (-1 for an infinite number of times)

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopClamp( 2 );

### `setLoopOnce`

() LTDescr

Defined in `LTDescr.cs:1866`

No looping involved, just run once (the default)

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopOnce();

### `setLoopPingPong`

(

- `loops:int`

)
LTDescr

Defined in `LTDescr.cs:1894`

When the animation gets to the end it then tweens back to where it started (and on, and on)

#### Parameters:

- `loops:int` Int

  (defaults to -1) how many times you want the loop to happen in both directions (-1 for an infinite number of times). Passing a value of 1 will cause the object to go towards and back from it's destination once.

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveX(gameObject, 5f, 2.0f ).setLoopPingPong( 2 );

### `setOnComplete`

(

- `onComplete:Action`

)
LTDescr

Defined in `LTDescr.cs:1914`

Have a method called when the tween finishes

#### Parameters:

- `onComplete:Action` Action

  the method that should be called when the tween is finished ex: tweenFinished(){ }

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveX(gameObject, 5f, 2.0f ).setOnComplete( tweenFinished );

### `setOnComplete (object)`

(

- `onComplete:Action<object>`

)
LTDescr

Defined in `LTDescr.cs:1928`

Have a method called when the tween finishes

#### Parameters:

- `onComplete:Action<object>` Action

  the method that should be called when the tween is finished ex: tweenFinished( object myObj ){ }

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveX(gameObject, 5f, 2.0f ).setOnComplete( tweenFinished );

### `setOnCompleteOnRepeat`

(

- `isOn:bool`

)
LTDescr

Defined in `LTDescr.cs:2174`

Set the onComplete method to be called at the end of every loop cycle (also applies to the delayedCall method)

#### Parameters:

- `isOn:bool` Bool

  does call onComplete on every loop cycle

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.delayedCall(gameObject,0.3f, delayedMethod).setRepeat(4).setOnCompleteOnRepeat(true);

### `setOnCompleteOnStart`

(

- `isOn:bool`

)
LTDescr

Defined in `LTDescr.cs:2187`

Set the onComplete method to be called at the beginning of the tween (it will still be called when it is completed as well)

#### Parameters:

- `isOn:bool` Bool

  does call onComplete at the start of the tween

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.delayedCall(gameObject, 2f, ()=>{
// Flash an object 5 times LeanTween.alpha(gameObject, 0f, 1f);
LeanTween.alpha(gameObject, 1f, 0f).setDelay(1f);
}).setOnCompleteOnStart(true).setRepeat(5);

### `setOnCompleteParam`

(

- `onComplete:object`

)
LTDescr

Defined in `LTDescr.cs:1949`

Pass an object to along with the onComplete Function

#### Parameters:

- `onComplete:object` Object

  an object that

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.delayedCall(1.5f, enterMiniGameStart).setOnCompleteParam( new object[]{""+5} );
void enterMiniGameStart( object val ){
object[] arr = (object [])val;
int lvl = int.Parse((string)arr[0]);
}

### `setOnStart`

(

- `onStart:Action<>`

)
LTDescr

Defined in `LTDescr.cs:2220`

Have a method called when the tween starts

#### Parameters:

- `onStart:Action<>` Action<>

  the method that should be called when the tween is starting ex: tweenStarted( ){ }

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

C#:
LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( ()=>{ Debug.Log("I started!"); }); Javascript:
LeanTween.moveX(gameObject, 5f, 2.0f ).setOnStart( function(){ Debug.Log("I started!"); } );

### `setOnUpdate`

(

- `onUpdate:Action<float>`

)
LTDescr

Defined in `LTDescr.cs:1968`

Have a method called on each frame that the tween is being animated (passes a float value)

#### Parameters:

- `onUpdate:Action<float>` Action

  a method that will be called on every frame with the float value of the tweened object

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved );
void tweenMoved( float val ){ }

### `setOnUpdate (object)`

(

- `onUpdate:Action<float,object>`

)
LTDescr

Defined in `LTDescr.cs:2030`

Have a method called on each frame that the tween is being animated (passes a float value and a object)

#### Parameters:

- `onUpdate:Action<float,object>` Action

  a method that will be called on every frame with the float value of the tweened object, and an object of the person's choosing

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved ).setOnUpdateParam( myObject );
void tweenMoved( float val, object obj ){ }

### `setOnUpdate (Vector3)`

(

- `onUpdate:Action<Vector3>`

)
LTDescr

Defined in `LTDescr.cs:2064`

Have a method called on each frame that the tween is being animated (passes a float value)

#### Parameters:

- `onUpdate:Action<Vector3>` Action

  a method that will be called on every frame with the float value of the tweened object

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved );
void tweenMoved( Vector3 val ){ }

### `setOnUpdateParam`

(

- `onUpdateParam:object`

)
LTDescr

Defined in `LTDescr.cs:2084`

Have an object passed along with the onUpdate method

#### Parameters:

- `onUpdateParam:object` Object

  an object that will be passed along with the onUpdate method

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveX(gameObject, 5f, 2.0f ).setOnUpdate( tweenMoved ).setOnUpdateParam( myObject );
void tweenMoved( float val, object obj ){ }

### `setOrientToPath`

(

- `doesOrient:bool`

)
LTDescr

Defined in `LTDescr.cs:2099`

While tweening along a curve, set this property to true, to be perpendicalur to the path it is moving upon

#### Parameters:

- `doesOrient:bool` Bool

  whether the gameobject will orient to the path it is animating along

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath(true).setAxis(Vector3.forward);

### `setOrientToPath2d`

(

- `doesOrient:bool`

)
LTDescr

Defined in `LTDescr.cs:2118`

While tweening along a curve, set this property to true, to be perpendicalur to the path it is moving upon

#### Parameters:

- `doesOrient:bool` Bool

  whether the gameobject will orient to the path it is animating along

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.move( ltLogo, path, 1.0f ).setEase(LeanTweenType.easeOutQuad).setOrientToPath2d(true).setAxis(Vector3.forward);

### `setOvershoot`

(

- `overshoot:float`

)
LTDescr

Defined in `LTDescr.cs:1627`

Set how far past a tween will overshoot for certain ease types (compatible: easeInBack, easeInOutBack, easeOutBack, easeOutElastic, easeInElastic, easeInOutElastic).

#### Parameters:

- `overshoot:float` Float

  how far past the destination it will go before settling in

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeOutBack ).setOvershoot(2f);

### `setPassed`

(

- `passedTime:float`

)
LTDescr

Defined in `LTDescr.cs:1747`

Set the point of time the tween will start in

#### Parameters:

- `passedTime:float` Float

  the length of time in seconds the tween will start in

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

int tweenId = LeanTween.moveX(gameObject, 5f, 2.0f ).id;
// Later
LTDescr descr = description( tweenId );
descr.setPassed( 1f );

### `setPeriod`

(

- `period:float`

)
LTDescr

Defined in `LTDescr.cs:1640`

Set how short the iterations are for certain ease types (compatible: easeOutElastic, easeInElastic, easeInOutElastic).

#### Parameters:

- `period:float` Float

  how short the iterations are that the tween will animate at (default 0.3f)

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.easeOutElastic ).setPeriod(0.3f);

### `setPoint`

(

- `point:Vector3`

)
LTDescr

Defined in `LTDescr.cs:2151`

Set the point at which the GameObject will be rotated around

#### Parameters:

- `point:Vector3` Vector3

  point at which you want the object to rotate around (local space)

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.rotateAround( cube, Vector3.up, 360.0f, 1.0f ) .setPoint( new Vector3(1f,0f,0f) ) .setEase( LeanTweenType.easeInOutBounce );

### `setRecursive`

(

- `useRecursion:bool`

)
LTDescr

Defined in `LTDescr.cs:2268`

Set whether or not the tween will recursively effect an objects children in the hierarchy

#### Parameters:

- `useRecursion:bool` Bool

  whether the tween will recursively effect an objects children in the hierarchy

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.alpha(gameObject, 0f, 1f).setRecursive(true);

### `setRepeat`

(

- `repeatNum:int`

)
LTDescr

Defined in `LTDescr.cs:1796`

Set the tween to repeat a number of times.

#### Parameters:

- `repeatNum:int` Int

  the number of times to repeat the tween. -1 to repeat infinite times

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 10 ).setLoopPingPong();

### `setScale`

(

- `scale:float`

)
LTDescr

Defined in `LTDescr.cs:1653`

Set how large the effect is for certain ease types (compatible: punch, shake, animation curves).

#### Parameters:

- `scale:float` Float

  how much the ease will be multiplied by (default 1f)

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveX(gameObject, 5f, 2.0f ).setEase( LeanTweenType.punch ).setScale(2f);

### `setSpeed`

(

- `speed:float`

)
LTDescr

Defined in `LTDescr.cs:1781`

Set the finish time of the tween

#### Parameters:

- `speed:float` Float

  the speed in unity units per second you wish the object to travel (overrides the given time)

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveLocalZ( gameObject, 10f, 1f).setSpeed(0.2f) // the given time is ignored when speed is set

### `setTime`

(

- `finishTime:float`

)
LTDescr

Defined in `LTDescr.cs:1763`

Set the finish time of the tween

#### Parameters:

- `finishTime:float` Float

  the length of time in seconds you wish the tween to complete in

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

int tweenId = LeanTween.moveX(gameObject, 5f, 2.0f ).id;
// Later
LTDescr descr = description( tweenId );
descr.setTime( 1f );

### `setTo`

(

- `to:Vector3`

)
LTDescr

Defined in `LTDescr.cs:1681`

Set the end that the GameObject is tweening towards

#### Parameters:

- `to:Vector3` Vector3

  point at which you want the tween to reach

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LTDescr descr = LeanTween.move( cube, Vector3.up, new Vector3(1f,3f,0f), 1.0f ).setEase( LeanTweenType.easeInOutBounce );
// Later your want to change your destination or your destiation is constantly moving
descr.setTo( new Vector3(5f,10f,3f) );

### `setUseFrames`

(

- `useFrames:bool`

)
LTDescr

Defined in `LTDescr.cs:1840`

Use frames when tweening an object, when you don't want the animation to be time-frame independent...

#### Parameters:

- `useFrames:bool` Bool

  whether to use estimated time or not

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveX(gameObject, 5f, 2.0f ).setRepeat( 2 ).setUseFrames( true );

### `updateNow`

() LTDescr

Defined in `LTDescr.cs:925`

If you need a tween to happen immediately instead of waiting for the next Update call, you can force it with this method

#### Returns:

LTDescr:

LTDescr an object that distinguishes the tween

#### Example:

LeanTween.moveX(gameObject, 5f, 0f ).updateNow();