«I was talking about the applyRotation() method (when tween complete...)»
Well yes. In the code I've just posted I do applyRotations, but I of course tested it with everything turn on/off :) Now I commented the line " (currentAnimatedSide[i] as Cube).applyRotations();" in the "refreshSide" function. And just figuring out why it's ok there. Funny thing is that I use the universal function to rotate sides (just passing the array with cubes which have to be rotated, the direction, and the "x", "y", or" z" value for rotation. And each time any side finishs rotating the "refreshSide" function is triggered. So when I don't applyRotations there — rotationX works fine, but Y and Z break a bit down :) When I uncomment the line with applyRotations it's the opposite (y-, z- rotations wrking, x — not). «how do you get your direction, from your mouseEvent? :» No, I'm just listening to keyboard events; i've set 4 keys to rotate separate sides. And direction equals 1 for up side, and -1 for right and front side (I had to do so to make all sides rotate clockwise). Ben, I think I need to debug more. Thanks a lot for your help but don't waste your time thinking over this problem. I'll write here about the results. I really think now that it's me who messed everything up.
