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jeffreylanters avatar jeffreylanters commented on June 18, 2024

Hi Modisch. Thanks for opening this issue, if you'd like to I can add support for native rotation. Note that if you'd like a rotate to an old rotation you can capture a rotation as euler angles in a Vector3 format using myGameObject.transform.eulerAngles.

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ModischFabrications avatar ModischFabrications commented on June 18, 2024

Thank you for the quick and kind reply, I am using .eulerAngles as you described at the moment.

The enhancement is by far not a necessity, it's just something that was unexpected for me while testing for the first time. Feel free to close this issue if it's deemed useless. If I understand the code correctly it's actually using Quaternions internally, so exposing it as an alternative interface should be an easy addition for a more flexible interface.

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jeffreylanters avatar jeffreylanters commented on June 18, 2024

Hi! Thanks for your response. I've been thinking about it, TweenRotation has always been a weird duck, since I tend to keep the method name the same as the component name and variable it will be Tweening. IE TweenSpriteRendererColor. If I'd add support for Quanterions, I'll think I will refactor the Vector3 methods to TweenEulerAngles and TweenLocalEulerAngles. What are your thoughts on this?

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ModischFabrications avatar ModischFabrications commented on June 18, 2024

If you mean that TweenRotation is gonna take Quaternions and there are new Tween(local)EulerAngles then yes, that's exactly what I envisioned 👍🏻

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