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Troubleshooting

Resolve common playback, target, preset, and recording issues

The Animation Doesn't Play

For Tween Animator, check that the component and GameObject are enabled, the requested state exists, and the state contains clips. Play() uses the default state; Play("Show") uses that exact, case-sensitive ID.

Runtime calls to Play, Trigger, or a code binding require Play Mode. Outside Play Mode, use the Inspector or Timeline preview controls.

Check Playback Speed, Delay, and Time Mode. A speed of 0 holds playback, and scaled animations stop advancing when Time.timeScale is zero. For a pause menu, choose Unscaled with the Update phase.

A Clip Has No Visible Effect

Confirm the module matches its target component. An empty target only searches the owner's GameObject, so assign child targets explicitly.

Check that the start and target values differ and that the component can display the selected property. For example, fading alpha won't disable input, and changing a hidden shape feature won't make it visible on its own.

Look for another system writing the same property: a layout group, Styler, a Unity Animator, another sequence, or a code tween can overwrite the result.

A Transition Jumps When Interrupted

Enable From Current on serialized clips if the new state should continue from the displayed value. In code, read the current property when calling EvoTween.Create.

Play always restarts a state. Use Trigger with Restart On Trigger off if repeated triggers should leave the current state alone. If an entrance should always start from a fixed pose, use explicit From values instead.

Stopping or Disabling Resets the Object

Tween Animator's Restore On Stop is enabled by default. Turn it off, or call Stop(false), to keep the current result when stopping. Normal completion leaves its final result in place.

Code tweens behave differently: TweenHandle.Kill() cancels and keeps the current value. Save and restore the original value yourself if your code workflow needs that behavior.

Pointer or Interaction Triggers Don't Fire

For Pointer Event states, check the EventSystem, input module, raycast target, selected event flags, and mouse-button filter. Selection and submit events must reach the object through the EventSystem.

For Interaction states, assign a source implementing IStylerInteractable and keep the Evo UI integration installed. Only the first matching state responds. If you change trigger configuration from code, call RebindTriggers().

A Shared Preset Uses the Wrong Targets

Assign targets on the consuming sequence. Preset assets store definitions, while each consumer stores target references by index. Recheck bindings after adding, deleting, or reordering preset clips.

If only one object's animation should change, use Detach before editing. Clearing the preset reference restores older inline clips instead of copying the preset.

Runtime Edits Aren't Reflected in Playback

Tween Animator prepares its states in advance. Call RefreshState(index) after editing one state's definitions or bindings, or PrepareStates() after larger state changes. Preparing all states stops current playback.

For a cached TweenSequenceSampler, use Refresh(normalizedTime) to rebuild edited data.

The Timeline Is Empty or Recording Is Unavailable

Select a component with a serialized Tween Sequence, choose the correct sequence in the header, and check whether the window is locked to another component.

Recording requires Edit Mode and a scene object. Stop Unity's Animation Mode, use a supported property, and resolve overlapping clips that write that property. Loop interiors and custom curves with nonstandard endpoints can also prevent a recorded edit. See Timeline Window.

The Profiler Shows Allocations

Check whether you're measuring first use, a growing pool, state preparation, custom callbacks, or the target component itself. Profile repeated playback after warm-up and inspect allocation call stacks. The editor's live inspectors and recording tools aren't part of the steady-state runtime claim.

See Performance for a profiling workflow and Tween Manager for pool counters.


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