Hi,
Tweening engine and Rigidbodies are not meant to be used unless the tweening engine explicitly support Rigidbodies, and iTween doesn't support Rigidbody unfortunatly.
The reason is that if you try to move a RigidBody by forcing its transform position or rotation, the Physics engine can not compute collision, joints, forces and torque properly.
Yes, if you check isKinematic, then you can control a Rigidbody with a Tweening engine, but you loose ALL the physics effect as a result ( like no gravity).
For moving and rotating a RigidBody and still have the Physics Engine be happy about it, there is a dedicated API for this, make sure you read the doc description to understand what it does
https://docs.unity3d.com/462/Documentation/ScriptReference/Rigidbody.MovePosition.htmlhttps://docs.unity3d.com/462/Documentation/ScriptReference/Rigidbody.MoveRotation.htmlThese two api are supported with custom actions you can find on the Ecosystem.
PlayMaker here has nothing to do with this 'issue', it's a unity/Physics thing and whether or not the tweening engine takes RigidBody into account or not. ( that is using the api mentionned above).
DoTween Pro does mention it supports Rigidbody, I would enquire to the author of DoTween and ask wether yoru case can be done:
http://dotween.demigiant.com/pro.phpMaybe the free version does this, but It doesn't mention it. If you want I can investigate further if dotween properly tween Rigidbodies, but I would need to know more about your setup and what you intend to do with the tweening, so could you explain more about what you want to achieve?
Bye,
Jean