unity-primetween-design

Provides source-anchored design rules for PrimeTween 1.4.6 tween and sequence code.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? PrimeTween's API differs from DOTween in naming, lifecycle, and configuration, so developers often write incorrect tween code by assuming DOTween conventions. This Skill supplies design rules grounded in the PrimeTween 1.4.6 source so generated or reviewed animation code matches actual library behavior. ## Core Features & Use Cases - Factory and Handle Rules: Clarifies that Tween handles are non-reusable structs and that completed or stopped tweens must be recreated rather than replayed. - Sequence Composition Guidance: Explains Chain, Group, and Insert semantics for sequential, parallel, and absolute-time animation, contrasting them with DOTween's Append/Join vocabulary. - Lifecycle and Callback Safety: Covers target-bound OnComplete callbacks, destroyed-target detection, cancellation, async/await and coroutine waiting, and PrimeTweenConfig capacity tuning. - Use Case: When reviewing a Unity script that chains position and scale tweens with callbacks, load this Skill to verify the sequence structure, callback target binding, and cancellation handling against PrimeTween 1.4.6 source anchors. ## Quick Start Review my PrimeTween sequence code and check whether the callbacks, cycles, and cancellation handling follow PrimeTween 1.4.6 design rules.

Frequently Asked Questions about unity-primetween-design

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

FAQPage Schema
How do I chain tweens sequentially in PrimeTween?

Use Sequence.Create and Chain to run tweens one after another. Use Group to run a tween in parallel with the previous item, and Insert for absolute-time overlap. This differs from DOTween's Append and Join naming.

PrimeTween vs DOTween sequence API differences?

PrimeTween uses Chain, Group, and Insert instead of DOTween's Append and Join. Sequence cycles, easing, and update type are set on Sequence.Create rather than through DOTween-style fluent setters, and there is no SetLink API.

Can I reuse a PrimeTween Tween handle after it completes?

No. A PrimeTween Tween handle is a struct, and a completed or stopped handle is dead and non-reusable. Create a new tween through the static Tween factories to replay or reverse an animation.

Does PrimeTween support async await and coroutines?

Yes, PrimeTween supports await tween and ToYieldInstruction for coroutines. Both async state machines and coroutines allocate memory, so allocation-sensitive animation flows should prefer 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.

Which 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.