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Question by headkitgames · Oct 31, 2010 at 05:39 PM · rotationitween

iTween not precise?

hi folks!

i try to rotate a gameobject with iTween and after some rotations you can see that the rotation isn't very exact because the gameobject is not exactly at 0 or 180 degrees

iTween.RotateAdd(thePlayfield, iTween.Hash("z", 180f, "time", 1.5f, "delay", 0.5f, "transition", "easeInOutExpo"));

why is that? thanx!

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avatar image headkitgames · Nov 08, 2010 at 12:40 PM 0
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no oden any idea? :-(

avatar image schwertfisch · Dec 12, 2010 at 07:23 PM 0
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I have the same problem. With finger swipes I rotate an object but the resulting rotations are not exactly 0, 90, 180 etc. (I use RotateAdd). Seems nobody but us has this problem...

avatar image Stucko_Stuck · Jan 05, 2011 at 02:07 AM 0
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sme here it might be realted to gimbal lock? http://forum.unity3d.com/threads/47373-iTween-rotateBy-not-rotating-as-expected

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Answer by Baroni · Jan 25, 2011 at 03:48 PM

If your gameobject has a rigidbody attached and uses gravity, this gravity will be added to your rotation or positioning iTween method. I had this problem a few days ago, my positioning was not precise. Then I used 2 methods, one called with "onstart", the other with "oncomplete", to turn on rigidbody.isKinematic on the iTween call, and turn it off again at the end.

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