Currently, if you use iTween.PutOnPath() it takes a path of vector3’s, and a percentage of the path to put the gameobject on. However- that percentage doesn’t seem to be based on the length of the path, but the number of nodes in your path.
For example, if I make a really long S shape, where there is a tight turn at the top and bottom, but a long straight area between the two- iTween wants to move the object really fast on the straight area, but really slow on the curves. This is because the percentage it’s taking is interpreted as the percentage of “nodes”, not the actual percentage of the path.
Has anybody run into this issue and found a workaround? Right now I’m getting around it by just adding a bunch of extra nodes to the path to make them evenly distributed, and that works- it just adds a ton of unnecessary nodes to the path. Is there something in iTween that does this natively that I might have overlooked?