The ability to start a tween at arbitrary progress

Just like how you can start a tween, wait, pause, and resume the tween at a later time, you should be able to start a tween as if some of the progress has already elapsed. For instance, as an argument to Tween:Play() which would be a number between 1 and 0, which is how much of the tween to β€œskip” before playing the rest, and the default value would be zero. Alternatively, there could be a Tween:SetProgress() which sets the progress variables to a given point immediately.

An example use case for this is, if I have each client play a long-running tween, I can more easily synchronize them if the players join at different times, for example, by using workspace:GetServerTimeNow().

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Hey, not to be a prick, but if you want this to have a higher chance of being accepted, consider editing your post to be more in-line with How to post a Feature Request - Feature Requests; specifically, I noticed your post lacks the following:

  1. Use cases. How do you intend to use this? (this is actually noted as required in the post I linked)
  2. What are you not currently able to do (or what is too hard to do) without this?
  3. What problem did you face that led you to make this?
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This has already been considered: You can use a lerp() and the :GetValue() method on TweenService
https://create.roblox.com/docs/reference/engine/classes/TweenService#GetValue

That works when you’re trying to do more complicated/advanced tweening, but for such a simple use case like this it should really be possible to do this natively within the Tween itself.

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