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Tween Component

Animate an object — move, rotate, scale, fade, tint, punch, shake — and chain those into sequences or a smooth path, all from a drop-on component with a live preview, no scripting. Add SSTween (Add Component ▸ Social Scape/Tween) and build a list of steps in the inspector.

Prefer code, or want it on an interactable/trigger event? The same engine is available as the Tween.* script API and as a Tween action on any Interactable or World Trigger.

Modes

The Mode decides how the steps relate to each other:

Mode What it does
Sequence Steps play one after another — a natural timeline. Several Move steps become a multi-point path.
Parallel All steps start together (offset by each step's Delay).
Path The step points become one continuous path the object glides along — straight or curved, open or a seamless closed loop.

Loop repeats the whole thing (-1 = forever), and Play on chooses when it starts (Enable / Start / Manual). Turn off Auto Play and even Enable/Start won't fire — only a Play() call starts it (handy for a tween you trigger from an Interactable or World Trigger).

Looping resets transforms, not Fade / Colour

When a tween restarts a loop, Move / Rotate / Scale steps snap back to their captured start; Fade and Colour steps replay from wherever they currently are (they aren't reset). If a looping fade/colour drifts, drive it explicitly with a From value.

Steps

Each step animates a kind — Move, Local Move, Rotate, Scale, Fade, Colour, Punch or Shake — with a duration, an ease (or your own curve), optional loops / yoyo, Relative (treat the value as a delta, e.g. "up 3" not "to y = 3"), and From (start at the value and animate to the object's current one — a fade-in or slide-in). Drag steps to reorder them. In Sequence mode, tick With previous on a step to run it alongside the one above (e.g. move + rotate at once), and use Gap to pause before it.

Live preview + Scene handles

Hit Preview and drag the slider to scrub the whole animation in the editor — no play mode. For Move steps, drag the green handles in the Scene view to place each point; the path is drawn for you.

Paths — curves & seamless loops

Switch Mode = Path to turn the points into a single smooth route:

  • Path shapeStraight (a square / polygon through the points) or Curved (a smooth spline — a circle or blob).
  • Closed loop — connect the last point back to the first. Looping a closed path is seamless: no reset, no teleport, because the end of the path is its start.
  • Lap time sets how long one lap takes; Linear ease keeps a constant speed (best for a continuous loop); Face travel dir turns the object to face where it's going. On an open path, Ping-pong travels back and forth each loop instead of jumping from the end back to the start.

A closed curved path is the easy way to make something orbit forever — a moon, a patrolling drone, a carousel horse.

Chaining to other things

Set On complete → signal to raise a custom signal when the whole sequence/path finishes — another trigger or NPC can react and continue the chain.

Networked motion

The Tween component is visual / local — it animates what each player sees, and doesn't replicate on its own. That's exactly what you want for doors, props, UI and effects. To move something everyone rides in sync — a floor players stand on — use it as the path source of a Moving Platform (set the platform's Drive mode to Tween); the platform handles the networking.

Quick reference

Component SSTweenSocial Scape/Tween
Modes Sequence · Parallel · Path (straight / curved, open / closed)
Step kinds Move · Local Move · Rotate · Scale · Fade · Colour · Punch · Shake
Extras Ease or custom curve · Loop / yoyo · Relative · Gap · With-previous · Preview scrub · Scene handles
Also available as Tween.* script API · a Tween action on Interactables / Triggers