There is no example demo just yet. I have been working on a feature demo in my spare time, but it takes a backseat to fleshing out the actual plugin, which in turn takes a backseat to projects that pay the rent
Because when I wrote it I knew little about splines - it’s on the todo list for a revamp using time/duration/distance. In the meantime you can pull off the return value of the tween, get its alpha ( a normalized number between 0 and 1 that tells you how far along the tween is) and multiply it by the spline’s duration then get rotation along spline at time using that value and set it onTweenUpdate to get an accurate rotation. This does not account for any kind of smoothing however, but you can use RotateUpdate for that if you want to.
Those of you having trouble packaging the game, please try this build instead. I’m not actually 100% sure which files need to be included with a plugin in order for everything to work, so I stripped out a number of them I thought wouldn’t be necessary for file size reasons. This build includes everything and as a result is somewhat large, but I tested it this morning and was able to successfully package for Win32, Win64, Android and HTML5. Failing that, you may need to recompile it yourself or add it to your game’s source.
Hey Hermyth, when you create a tween you get an iTweenEvent return value - pull out of this and set the TickTypeValue variable on it directly. You may also want to try explicitly stopping the tween then creating a new tween from its current position/rotation/scale to a new position/rotation/scale where you want it to actually end up stopping. So KeyPress > StopTweeningByName > Start new Tween on same object from current position to stopping position.