iTween PutOnPath normalize percentage based on path length, not node-count?

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?

The answer is- you can’t do it. You have to add more nodes to even things out.

Ultimately, I ended up implementing my own catmull-rom spline system because I needed more control than what iTween was giving me… so mine is very streamlined to my purposes and calculates the percentage of a path based on the length of the spline.