Tween Rotation

Tweens the transform's rotation by interpolating it over time towards a target rotation after a certain duration.
Inputs
- Transform: The target Transform whose rotation we want to tween. See Cross-Scene System.
- Upon using Legacy Cross Scene Binding, in the Cross Scene Binder component, you can specify any component within the same GameObject, since it will automatically get the Transform component.
- Local Space: Whether to set local rotation or global rotation.
- Duration: The duration of the tween until it reaches End Rotation.
- Timescale Independent: Whether to follow the
Time.timeScaleor not. - Easing: The easing function to use for the interpolation.
- Use Quaternion: Whether to use Euler Angles or Quaternion.
- End Rotation (Quaternion): This will be enabled when Use Quaternion is enabled. Upon using Quaternion, you can only use the in-point, since we are not supposed to manually input a Quaternion value.
- End Rotation: The target Euler Angles value.
Outputs
- On Complete: The main output that is only invoked when the tween is finished. If you want to do something next immediately without waiting for the tween to finish, use the default main output (the one on the upper right).
- Rotation: Gets the rotation of the transform in Quaternion.