unity-dotween-design

Provides source-anchored design rules for writing and reviewing DOTween 1.3.015 tween code in Unity.

Updated Aug 18, 2026
One-click install
npx skills add https://github.com/ethanJPope/Our-Main-Hackathon-Game --skill unity-dotween-design-ethanjpope
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-dotween-design
Source: https://github.com/ethanJPope/Our-Main-Hackathon-Game/tree/main/.agents/skills/unity-skills/skills/dotween-design
Command: npx skills add https://github.com/ethanJPope/Our-Main-Hackathon-Game --skill unity-dotween-design-ethanjpope

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? DOTween code often ships with subtle lifecycle bugs: tweens running on destroyed targets, Append used where Join was intended, OnComplete never firing on infinite loops, and Safe Mode silently swallowing real errors. This Skill grounds every DOTween decision in the actual Demigiant source (file and line citations) so AI-generated or reviewed tween code avoids hallucinated APIs and known production pitfalls. ## Core Features & Use Cases - Source-anchored rule set: Ten critical rules covering DOTween.Init, the [DOTween] driver GameObject, autoKill semantics, Safe Mode, SetLink/SetTarget/SetId grouping, Sequence composition, and the Ease enum, each citing exact source lines. - Routed sub-documents: Eight focused references (BASICS, TWEEN, SEQUENCE, SHORTCUTS, EASE, LIFETIME, INTEGRATION, PITFALLS) loaded on demand for bootstrap, lifecycle, easing, shortcut cheat sheets, UniTask/Coroutine/Addressables/Netcode integration, and 30 concrete pitfalls. - Use Case: When writing a UI fade-in sequence with UniTask await and Addressables-loaded prefabs, load this Skill to get the correct ToUniTask TweenCancelBehaviour choice, SetLink lifetime binding, and Append/Join timing semantics before generating code. ## Quick Start Load the dotween-design skill before writing or reviewing any DOTween tween, sequence, easing, or lifetime-management code in Unity.

Frequently Asked Questions about unity-dotween-design

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I run DOTween animations in parallel with a Sequence?

Use Sequence.Join to run a tween in parallel with the previously appended tween. Append always runs after the previous tween finishes, so chaining two Appends serializes animations that were meant to overlap.

How do I await a DOTween tween with UniTask?

Call tween.ToUniTask(TweenCancelBehaviour, CancellationToken) from the UniTask DOTween bridge. It is zero-allocation and supports cancellation, unlike the legacy AsyncWaitForCompletion which returns a heap-allocated Task and polls every frame.

Why does OnComplete never fire on my DOTween tween?

OnComplete never fires on tweens with SetLoops(-1) because infinite loops never complete. Use OnStepComplete for per-iteration callbacks and OnKill for final cleanup on infinite-loop tweens.

Why does my DOTween tween throw or silently stop after its target is destroyed?

The tween outlived its target GameObject. Safe Mode catches the MissingReferenceException and kills the tween with only a warning log. Bind lifetime explicitly with SetLink(gameObject, LinkBehaviour.KillOnDestroy) so destruction kills the tween deterministically.

Does DOTween Free support TextMeshPro DOText tweens?

The TMP module is not bundled with DOTween Free source. You need DOTween Pro or a community TMP module generated via the DOTween Utility Panel, otherwise tmp.DOText fails with a CS1061 compile error.

When should I disable DOTween Safe Mode?

Disable Safe Mode temporarily during development bug hunts to get raw NullReferenceException stack traces instead of swallowed warnings. Keep it enabled in release builds, since the performance cost is small and it protects against destroyed targets.