unity-primetween-design

Provides source-anchored design rules for writing and reviewing PrimeTween 1.4.6 code in Unity.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? PrimeTween's API differs significantly from DOTween and other tweening libraries—its Tween handle is a non-reusable struct, sequences use Chain/Group/Insert instead of Append/Join, and configuration happens at creation time rather than through fluent setters. This Skill prevents API misuse by grounding every rule in the actual PrimeTween 1.4.6 source code. ## Core Features & Use Cases - Source-Anchored Rules: Eight critical design rules each cite exact file and line references in the PrimeTween package (e.g., Runtime/Tween.cs, Runtime/Sequence.cs). - Lifecycle & Callback Guidance: Covers tween handle reuse, target-destruction detection, zero-allocation OnComplete<T> overloads, and async/await allocation trade-offs. - Module Routing: Directs you to related modules for async control flow, Inspector-authored TweenSettings, performance analysis, and Addressables lifetime concerns. - Use Case: Before writing a Sequence.Create call with chained tweens and completion callbacks, load this module to confirm correct cycle configuration, callback target binding, and stopped-handle behavior. ## Quick Start Load this module before writing or reviewing any PrimeTween tween, sequence, or callback code in a Unity project.

Frequently Asked Questions about unity-primetween-design

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

FAQPage Schema
How do I sequence tweens in PrimeTween?

Use Sequence.Chain for sequential tweens, Group for parallel work against the previous item, and Insert for absolute-time overlap. This differs from DOTween's Append/Join vocabulary, and cycles, easing, and update type are configured on Sequence.Create rather than fluent setters.

PrimeTween vs DOTween API differences?

PrimeTween uses static Tween factories with struct handles that are dead after completion, while DOTween uses reusable fluent tweens. PrimeTween has no SetLink API; instead it detects destroyed targets and reports warnings through PrimeTweenConfig.

Can I reuse a PrimeTween Tween handle after it completes?

No. PrimeTween's Tween handle is a struct, and a completed or stopped handle is dead and non-reusable. Create a new tween to replay or reverse an animation instead of restarting the old handle.

Does PrimeTween support async await and coroutines?

Yes, PrimeTween supports await tween and ToYieldInstruction(), but both async state machines and coroutines allocate memory. For allocation-sensitive animation flows, prefer using Sequence instead.

How do I avoid closure allocations in PrimeTween callbacks?

Use the OnComplete<T> overloads or sequence callback overloads that bind a target explicitly. This avoids capturing closures and lets PrimeTween suppress the callback automatically if the target is destroyed.

What Unity versions does PrimeTween 1.4.6 support?

The PrimeTween UPM package supports Unity 2018.4 and later, though this skill module maintains a Unity 2022.3+ baseline. Check the installed package version before relying on newer factory overloads or PrimeTween Pro features.