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
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...
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.
no oden any idea? :-(
– headkitgamesI 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...
– schwertfischsme here it might be realted to gimbal lock? http://forum.unity3d.com/threads/47373-iTween-rotateBy-not-rotating-as-expected
– Stucko_Stuck