iTween 2D Path Rotation

I am trying to use iTween to follow a looping path I created and have my sprite orient to the path on the z-axis so it rotates as it follows the path. I am using 2D Toolkit sprites.

The problem is that it doesn’t seem to be working. And if I don’t restrict the Z-axis, the sprite becomes invisible because of x/y rotation happening. Not sure what I am doing wrong.

Relevant Code Snippets:

if (Input.GetKeyUp(KeyCode.L)  !bCharFollowingPath)
    {
        bCharFollowingPath = true;
        ht = new Hashtable();
        ht.Add("path", iTweenPath.GetPath("Loop1"));
        ht.Add("time", 4f);
        //ht.Add("looktime", 0.6f);
        ht.Add("lookahead", 0.1f);
        ht.Add("orienttopath", true);
        ht.Add("axis", "z");
        ht.Add("easetype", iTween.EaseType.linear);
        ht.Add("oncomplete", "Path_OnComplete");
        ht.Add("oncompletetarget", this.gameObject);

        iTween.MoveTo(sprChar.gameObject, ht);  
    }
}

void Path_OnComplete()
{
    Debug.Log("Done");

    bCharFollowingPath = false;
    sprChar.transform.position = new Vector3(150, -316, -5);
    sprChar.transform.eulerAngles = new Vector3(0, 0, 0);
}

z-restricted from using ht.Add(“axis”, “z”);

not z-restricted

It does appear by looking at the wireframe on the not-z restricted, that it is following the path and rotating but not in a way that is useful =)

Any help greatly appreciated.

Hi akasurreal!

Were you ever able to solve this?

I’ve been running smack into this same issue and am thinking iTween is just not the right decision moving forward.

Yes I did, it’s been awhile, but basically this explains it: [SCREENSHOTS] itween Path, orientToPath and gameObject rotation, 2D game - Questions & Answers - Unity Discussions