Constant speed when defining the iTween path
I designed a curved path as shown in the image below.
The cube navigates the path from the left side to the right side of the scene along this line of code:
iTween.MoveTo(gameObject,iTween.Hash("oncomplete","destroying","orienttopath", true, "path",path,"time",1.6,"easetype",iTween.EaseType.linear,"movetopath",false));
the EaseType parameter was chosen to be linear and I expect you to travel the path at a constant speed, however the speed decreases when the cube is in a curved path (top left to middle) and then it accelerates and catches up along the straight path.
I would like to know how to determine the constant speed for the entire path.
thank
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iTween will take the same time from node 1 to node 2 as it will take from node 2 to node 3. Since your first 2 nodes are close together, it will be slow here and speed up towards the third.
If you get a more even spacing between your nodes, you get a smoother path using linear easetype method
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Not so much an answer as more comments about my research on this issue. It seems that PixelPlacement has been promised a fix for at least 3 years , but nothing is expected. People have to work around this. I found a reasonable example here .
annoying. But it's free. Although I did pay for the examples, which ended up being very cheap, but still a little disappointing as I was hoping this would be considered given the amount of chatter on the internet about it!
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