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Some [Tweener]s use transitions and eases. The first accepts a [enum Tween.TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum Tween.EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum Tween.TransitionType] constants with [constant Tween.EASE_IN_OUT], and use the one that looks best.
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Some [Tweener]s use transitions and eases. The first accepts a [enum Tween.TransitionType] constant, and refers to the way the timing of the animation is handled (see [url=https://easings.net/]easings.net[/url] for some examples). The second accepts an [enum Tween.EaseType] constant, and controls where the [code]trans_type[/code] is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different [enum Tween.TransitionType] constants with [constant Tween.EASE_IN_OUT], and use the one that looks best.
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[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To prevent a [SceneTreeTween] from autostarting, you can call [method stop] immediately after it is created.
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[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To prevent a [SceneTreeTween] from autostarting, you can call [method stop] immediately after it is created.
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[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the current frame, i.e. after [method Node._process] or [method Node._physics_process] (depending on [enum Tween.TweenProcessMode]).
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[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the current frame, i.e. after [method Node._process] or [method Node._physics_process] (depending on [enum Tween.TweenProcessMode]).
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