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Hey @Sucrmb,

The reason you get this warning is that Quaternions can only represent 360-degree rotations. So, when you add 360 to the initial rotation, you get the same rotation. It's the same limitation that doesn't allow to perform a more than 180-degree rotation using Quaternions.

But you address this limitation by creating an incremental 90-degree rotation with CycleMode.Incremental:

Tween.LocalRotationAtSpeed(transform, transform.rotation * Quaternion.Euler(0f, 90f, 0f), averageAngularSpeed: 90, Ease.Linear, cycles: -1, CycleMode.Incremental);

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Answer selected by KyryloKuzyk
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