Could it be possible that the rotation was taking the shortest route possible? Apparently both doors rotated clock-wise. I have never seen this behavior before. Maybe try to change the number to a positive equivalent rotation result?
Looks like it’s taking the shortest rotation, like Operatik said. Since it’s only happening to the one door, you can try changing the rotation of the first open tween, to match the second open tween. So -76.172 would convert to -83.865.
Seems you misunderstood, sorry. What I meant was change DoorSwingOpen rotation to match DoorSwingOpen2 rotation, as before. Don’t change DoorSwingOpen2 at all. DoorSwingOpen should be Vector3.new(0,-83.865, 0) and DoorSwingOpen2 should be Vector3.new(0,83.865, 0).
Yeah it’s not fixing anything, I think it might be just how the tweening is trying to take a different route. I’m gonna try and see if I can make it try to not do that by rotating it a little bit to the correct direction.
local TweenService = game:GetService("TweenService")
local door = script.Parent
local doorRoot = door.LDoor.PrimaryPart
local doorRoot2 = door.RDoor.PrimaryPart
local PromptFromIn = script.Parent.Part.InnerPrompt.ProximityPrompt
local PromptFromOut = script.Parent.Part.OuterPrompt.ProximityPrompt
local IsDoorOpen = false
local DoorSwingOpen = TweenService:Create(doorRoot, TweenInfo.new(.59,Enum.EasingStyle.Quart,Enum.EasingDirection.Out),{
Orientation = Vector3.new(0,-83.865, 0)
})
local DoorSwingOpen2 = TweenService:Create(doorRoot2, TweenInfo.new(.59,Enum.EasingStyle.Quart,Enum.EasingDirection.Out),{
Orientation = Vector3.new(0,83.865, 0)
})
local DoorSwingClose = TweenService:Create(doorRoot, TweenInfo.new(.59,Enum.EasingStyle.Quart,Enum.EasingDirection.Out),{
Orientation = Vector3.new(0,180, 0)
})
local DoorSwingClose2 = TweenService:Create(doorRoot2, TweenInfo.new(.59,Enum.EasingStyle.Quart,Enum.EasingDirection.Out),{
Orientation = Vector3.new(0,180, 0)
})