DORotateQuaternion does not always animate along the shortest path, in some cases it will go the other way round, the long way.
Yeah I've noticed this issue as well. I believe it's because DORotateQuaternion is easing all of the quaternion components (xyzw), which isn't the correct way to tween a quaternion rotation. It should use Quaternion.Slerp instead.
I've noticed this too. IS this likely to get fixed anytime soon?
Same here, has anyone found a workaround?
I've working on it. Seems that DORotate uses the shortest way
@Demigiant we need this!! =D
I'm too dumb and made a such workaround:
DOVirtual.Float(0, 1, animationDuration, OnRotate);
private void OnRotate(float value)
{
transform.localRotation = Quaternion.Slerp(sourceRotation, targetRotation, value);
}
Damn Quaternions! Sorry I skipped this for so long, but here you go :P
P.S. If you're using DOTween Pro DON'T GET THIS! This new version also contains a new From overload that allows to directly set a From value, and the current Pro version doesn't have that implemented yet. If that's your case within the weekend I'll push the Pro on the Asset Store :P
Thank you a lot Daniele! ^^
You rock, and do it fast, as always (I know it's your clones hehe)!
I wouldn't say "fast" in this case, I'll have to train my clones better :D
P.S. Dmitriy if you want a DOTween Pro build on the fly obviously you can just ping me via mail or on twitter ^_^
Thanks, Daniele! No hurry here, I prefer to give you more time to better train your clones instead! =D
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Damn Quaternions! Sorry I skipped this for so long, but here you go :P
P.S. If you're using DOTween Pro DON'T GET THIS! This new version also contains a new From overload that allows to directly set a From value, and the current Pro version doesn't have that implemented yet. If that's your case within the weekend I'll push the Pro on the Asset Store :P