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.