How to assign instatiated objects to an iTween Path?

I’m trying to figure out in general terms how best to do the following.

I’d like to set up a path (actually 3 paths), and from a list or array or pool of objects instantiate some randomly onto the path.
iTween path? or would one of the Simple Waypoint systems be a better choice? I’m newish to the coding side.

Any help would be mighty appreciated,
B.

There’s an addition to iTween called “iTween Visual Path Editor” which 1) enables you to set up your paths in the scene view with handles for each of the waypoints, and 2) delivers a function iTweenPath.GetPath() which will return an array of Vector3s which you could easily use to put your objects on.

http://pixelplacement.com/2010/12/03/visual-editor-for-itween-motion-paths/

Strongly recommended if using iTween!

Thanks for the input… I will delve further into this today. I tried to pre animate sprite traveling on iTween paths, them make prefabs out of them, but unlike objects animated and then parented to Gameobjects, they end up converging on the Endpoint of the iTween Paths.

Wish you could parent iTween path objects and place them relative to the parent. I may end up simply animating the objects in the Anim editor, and use something like the SpawnController plugin to create random waves of the various 2D sprite traveling.

Thanks,
B

If I understand you correctly I have had the very same issue and wanted to be able to move paths around, have them be relative to a parent and so on. In order to solve that I rewrote the scripts delivered along with the iTween Visual Path Editor in a way that it does not only store its Vector3s internally but instead creates gameObjects. Was a bit of a hassle as I also needed a helper on the new objects as well to determine their index in the path, as I wanted to store them in prefabs and such.

All in all it sounds more complicated than it actually is.