unity-dotween-design

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

2|Updated May 18, 2026
One-click install
npx skills add https://github.com/pcone-mm/NewFPG --skill unity-dotween-design-pcone-mm
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-dotween-design
Source: https://github.com/pcone-mm/NewFPG/tree/main/.agents/skills/unity-skills/skills/dotween-design
Command: npx skills add https://github.com/pcone-mm/NewFPG --skill unity-dotween-design-pcone-mm

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? DOTween code often ships with subtle lifecycle bugs: tweens running on destroyed targets, sequences composed with wrong timing semantics, Safe Mode silently swallowing errors, and missing module generation causing compile failures. This Skill grounds every DOTween decision in the actual 1.3.015 source code with file and line citations, so AI-generated or reviewed tween code avoids the 30 most common production pitfalls. ## Core Features & Use Cases - Source-anchored API rules: Covers DOTween.Init bootstrap, the [DOTween] driver GameObject, DOTweenSettings, module generation (UI/Physics/Audio/TMP), Safe Mode, and tween pool capacity, each citing exact source lines. - Composition and easing guidance: Documents Sequence Append vs Join vs Insert semantics, the full 38-entry Ease enum, SetEase overloads, and shortcut extensions by target type (Transform, RectTransform, Image, Material, Rigidbody, Camera). - Lifetime and integration patterns: Explains SetLink, SetAutoKill, SetId, DOTween.Kill grouping, UniTask ToUniTask bridging with TweenCancelBehaviour, Addressables-loaded prefab tween lifetime, and Netcode deterministic replay via UpdateType.Manual. - Use Case: When a developer asks to "fade in a UI panel then shake it" or reports "my tween never fires OnComplete", load this Skill to produce correct DOTween code with proper lifetime binding and loop callback semantics. ## Quick Start Ask the AI to write or review DOTween animation code, such as composing a sequence with parallel move and rotate tweens bound to a GameObject's lifetime.

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 instead of sequentially?

Use Sequence.Join instead of a second Append. Append places each tween after the previous one ends, while Join starts the tween at the same time as the last appended tween, producing parallel execution within the sequence.

Why does my DOTween OnComplete callback never fire?

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.

How do I stop DOTween tweens when a GameObject is destroyed?

Call SetLink(gameObject, LinkBehaviour.KillOnDestroy) on the tween to bind its lifetime to the GameObject. Without SetLink, Safe Mode catches the missing-reference exception and kills the tween silently, hiding the underlying lifecycle bug.

Should I use AsyncWaitForCompletion or ToUniTask with DOTween?

Prefer ToUniTask from the UniTask package. It is zero-allocation, supports CancellationToken via TweenCancelBehaviour, and is event-driven, whereas AsyncWaitForCompletion allocates a Task and polls every frame.

Why do I get CS1061 errors for DOMove or DOFade in DOTween?

These errors mean the required DOTween Module was not generated. Open Tools, Demigiant, DOTween Utility Panel, then enable the Physics, UI, or UnityVersion module and click Apply to generate the extension files.

Does DOTween work with Addressables-loaded prefabs?

Yes, but the tween must end before the bundle unloads. Either attach SetLink(go, LinkBehaviour.KillOnDestroy) so destruction kills the tween, or await tween completion before calling Addressables.ReleaseInstance.