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Unity Dotween Design Agent Skill

Source-anchored design rules for DOTween 1.3.015 (Unity 2018+) — tween/sequence basics, ease curves, shortcuts, lifetime binding, callbacks, safe mode, and integration with UniTask/Addressables. Use when writing or reviewing DOTween animation code, building sequences, binding tween lifetime to objects, or debugging tween pitfalls, even if the user just says "补间" or "做个动画". 为 DOTween 1.3.015(Unity 2018+)提供源码锚定的设计规则(补间/序列基础、缓动曲线、快捷方法、生命周期绑定、回调、安全模式、与 UniTask/Addressables 集成);当用户要编写或审查 DOTween 动画代码、构建序列动画、绑定补间生命周期或排查补间陷阱时使用。

22k tokens
context cost
the whole folder, loaded on every use
9
files
instructions only
0
copies elsewhere
how many repositories repackaged it
1536
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-dotween-design

What comes with it

78 214 bytes besides the instruction
BASICS.md
EASE.md
INTEGRATION.md
LIFETIME.md
PITFALLS.md
SEQUENCE.md
SHORTCUTS.md
TWEEN.md

The instruction itself

6 sections, as written by the author

DOTween - Design Rules

Advisory module. Every rule is distilled from Demigiant DOTween source at:

  • 1.3.015 — bundled in _DOTween.Assembly/DOTween/ and bin/Modules/ module files (Unity 2018+)

Each rule cites a concrete file/line so the reasoning is auditable and the AI does not improvise against stale memory.

> Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).

When to Load This Module

Load before writing or reviewing any of:

  • DOTween.Init(...) bootstrap, DOTweenSettings configuration, SetTweensCapacity adjustments
  • Any .DOMove / .DORotate / .DOScale / .DOColor / .DOFade / .DOShake* / .DOPath / .DOPunch* shortcut call
  • DOTween.Sequence() + .Append / .Join / .Insert / .Prepend / .AppendInterval / .PrependInterval / .AppendCallback
  • .SetEase / .SetDelay / .SetLoops / .SetAutoKill / .SetLink / .SetId / .SetTarget / .SetUpdate / .SetRelative / .SetRecyclable / .SetSpeedBased
  • .OnStart / .OnUpdate / .OnStepComplete / .OnComplete / .OnKill / .OnPlay / .OnPause / .OnRewind
  • .AsyncWaitForCompletion / .AsyncWaitForKill / .AsyncWaitForRewind / .AsyncWaitForElapsedLoops / .AsyncWaitForPosition
  • tween.ToUniTask(TweenCancelBehaviour, CancellationToken) (UniTask bridge)
  • DOTween.Kill(target, complete) / DOTween.KillAll() batch operations
  • Safe Mode debugging — useSafeMode, safeModeLogBehaviour, nestedTweenFailureBehaviour
  • DOTween Module generation (Audio / Physics / Physics2D / Sprite / UI / UnityUI / TextMeshPro)

Critical Rule Summary

| # | Rule | Source anchor |

|---|------|---------------|

| 1 | DOTween.Init(recycleAllByDefault, useSafeMode, logBehaviour) returns IDOTweenInit for fluent .SetCapacity(...). If not called explicitly, Auto-init runs on first tween creation (AutoInit at DOTween.cs:236). DOTween.Version = "1.3.015" is exposed as a const. | DOTween.cs:38,227,236,243 |

| 2 | Every tween is driven by a single [DOTween] GameObject MonoBehaviour (DOTweenComponent) marked DontDestroyOnLoad. It is created on first init and survives scene loads. Don't destroy it — DOTween.Clear(destroy: true) is the only supported teardown. | DOTweenComponent.cs:268-270, DOTween.cs:311 |

| 3 | Default autoKill = true: tween is killed on completion. After kill, calls like .Restart() / .Kill() / .Complete() are no-ops (Safe Mode) or NullReferenceException (Safe Mode off). Use .SetAutoKill(false) to keep tween alive for replay. | DOTween.cs useSafeMode:49, TweenSettingsExtensions.cs:39,49 |

| 4 | Safe Mode is ON by default (useSafeMode = true). Target destroyed while tween plays → Safe Mode catches the exception and logs per safeModeLogBehaviour (default: Warning). Disable Safe Mode to locate missing-link bugs during development. | DOTween.cs:49,51 |

| 5 | SetLink(gameObject, LinkBehaviour) binds tween lifecycle to a GameObject. Default LinkBehaviour.KillOnDestroy. Without SetLink, tween continues running after target is destroyed and relies on Safe Mode for protection. | TweenSettingsExtensions.cs:91,103, LinkBehaviour.cs |

| 6 | SetTarget(object target) is required for DOTween.Kill(target) / DOTween.KillAll(target) grouping. Shortcut extensions (.DOMove, .DOFade, etc.) set target automatically; manual DOTween.To(...) does NOT. | TweenSettingsExtensions.cs:116, DOTween.cs:884,892 |

| 7 | Sequence.Append(t) runs after previous. Sequence.Join(t) runs in parallel with previous. Sequence.Insert(float atPosition, t) inserts at absolute time. Sequence.Prepend(t) pushes to front, shifting existing. | TweenSettingsExtensions.cs:499,508,517,528 |

| 8 | AsyncWaitForCompletion / AsyncWaitForKill / AsyncWaitForRewind live in DOTweenModuleUnityVersion.cs (MODULE file, gated by UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)). If Modules are not generated (Tools → DOTween Utility Panel → Create ASMDEF), these APIs don't exist. | bin/Modules/DOTweenModuleUnityVersion.cs:216,244,230 |

| 9 | UniTask bridge tween.ToUniTask(TweenCancelBehaviour, CancellationToken) lives in UniTask's External/DOTween/ extensions and is the recommended await path over AsyncWaitForCompletion. TweenCancelBehaviour has 9 values (Kill / Complete / CancelAwait / KillAndCancelAwait / ...). | UniTask DOTweenAsyncExtensions.cs:14-27,54 |

| 10 | Ease enum has 38 entries (36 user-facing + 2 reserved INTERNAL_*): Unset / Linear + In/Out/InOut variants of Sine/Quad/Cubic/Quart/Quint/Expo/Circ/Elastic/Back/Bounce (10 × 3 = 30 math eases) + Flash / InFlash / OutFlash / InOutFlash. INTERNAL_Zero and INTERNAL_Custom are auto-assigned by DOTween for zero-duration and AnimationCurve-based tweens. | Ease.cs:9-53 |

Sub-doc Routing

| Sub-doc | When to read |

|---------|--------------|

| BASICS.md | DOTween.Init, driver GameObject, DOTweenSettings asset, Modules architecture, Safe Mode, tween capacity |

| TWEEN.md | Tween base class, Tweener vs Sequence, autoKill, Play/Pause/Rewind/Restart/Kill/Complete/Goto lifecycle |

| SEQUENCE.md | Sequence.Append / Join / Insert / Prepend / AppendInterval / PrependInterval / AppendCallback / InsertCallback, nesting, loop composition |

| SHORTCUTS.md | .DOMove / DOLocalMove / DOAnchorPos / DORotate / DOScale / DOColor / DOFade / DOPath / DOJump / DOPunch / DOShake* cheat sheet by target type |

| EASE.md | Full Ease enum, SetEase overloads (Ease / amplitude+period / AnimationCurve / EaseFunction), Flash family, Elastic/Back overshoot |

| LIFETIME.md | SetAutoKill / SetLink / SetRecyclable / SetId / SetTarget / DOTween.Kill / DOTween.KillAll, Safe Mode, tween pool capacity |

| INTEGRATION.md | DOTween + UniTask (ToUniTask), DOTween + Coroutine (WaitForCompletion), DOTween + Addressables lifetime, DOTween + Netcode deterministic replay |

| PITFALLS.md | 30 concrete hallucination / runtime pitfalls (missing target, stale tween handle, OnComplete not firing on infinite loop, Safe Mode hiding bugs, etc.) |

Routing to Other Modules

  • Async integration (ToUniTask, AsyncWaitForCompletion) → load unitask-design and async
  • UI animation (uGUI / UIToolkit) choice between DOTween and native animators → load inspector
  • Architecture / performance review of tween-heavy scenes → load performance
  • Asmdef layout for DOTween consumers (DOTween.asmdef, DOTween Modules asmdef) → load asmdef
  • Addressables-loaded prefab tween lifetime (bundle unload vs tween running) → load addressables-design

Version Scope

Targets DOTween 1.3.015 (the Pro/Free source bundled in _DOTween.Assembly/). Version is exposed as the const DOTween.Version = "1.3.015" at DOTween.cs:38.

Earlier 1.2.x versions are source-compatible for most APIs. Key differences:

  • Modules system (UI / TMP / Physics / etc.) requires post-1.2.0 source and the Utility Panel scanner.
  • SetLink was added in 1.2.x series; LinkBehaviour.KillOnDestroy vs KillOnDisable variants in later 1.2/1.3.
  • TweenCancelBehaviour (UniTask bridge) shipped separately via the UniTask package.

When in doubt, read the cited source — not your memory.

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How to use it

Copy the folder

Take besty0728/unity-dotween-design from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.