unity-primetween-design

Provides source-anchored design rules for PrimeTween 1.4.6 tween animation code in Unity.

Updated May 20, 2026
One-click install
npx skills add https://github.com/yuse168/Roomies --skill unity-primetween-design-yuse168
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: unity-primetween-design
Source: https://github.com/yuse168/Roomies/tree/main/.agents/skills/unity-skills/skills/primetween-design
Command: npx skills add https://github.com/yuse168/Roomies --skill unity-primetween-design-yuse168

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? PrimeTween's API differs significantly from DOTween and other tween libraries—its Tween handles are non-reusable structs, sequences use Chain/Group/Insert instead of Append/Join, and configuration happens at creation time rather than through fluent setters. This Skill prevents lifecycle bugs, allocation issues, and incorrect API assumptions when writing or reviewing PrimeTween animation code. ## Core Features & Use Cases - Design Rule Enforcement: Eight source-anchored rules covering factory tweens, dead handle reuse, sequence composition, cycles, callbacks, cancellation, and async waiting, each linked to exact PrimeTween 1.4.6 source locations. - Lifecycle Diagnosis: Guidance on destroyed-target detection, PrimeTweenConfig warning controls, and when to stop tweens on component disable instead of expecting a DOTween-style SetLink API. - Allocation-Aware Patterns: Direction on zero-allocation OnComplete<T> callback overloads and when to prefer Sequence over await/coroutine waiting to avoid state machine allocations. - Use Case: When reviewing a Unity script that calls Tween.Position and then tries to replay the same handle, this Skill flags that completed handles are dead and a new tween must be created. ## Quick Start Review my PrimeTween animation code and check it against the PrimeTween 1.4.6 design rules for handle reuse, sequence composition, and callback safety.

Frequently Asked Questions about unity-primetween-design

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

FAQPage Schema
How do I replay or reverse a PrimeTween tween?▼

PrimeTween Tween handles are structs that become dead and non-reusable once completed or stopped. To replay or reverse an animation, create a new tween through the static Tween factory methods rather than reusing the old handle.

How do I sequence tweens in PrimeTween vs DOTween?▼

PrimeTween uses Sequence.Chain for sequential work, Group for parallel work against the previous item, and Insert for absolute-time overlap. This differs from DOTween's Append/Join vocabulary, and sequence settings like cycles and easing are configured on Sequence.Create.

Does PrimeTween support async await and coroutines?▼

Yes, PrimeTween supports await tween and ToYieldInstruction() for coroutines. However, both async state machines and coroutines allocate memory, so for allocation-sensitive animation flows the recommended approach is to use 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 additionally lets PrimeTween suppress the callback if the bound target is destroyed.

Does PrimeTween have a SetLink equivalent for destroyed targets?▼

No, PrimeTween does not provide a DOTween-style SetLink API. It detects destroyed Unity targets automatically and exposes targeted warnings through PrimeTweenConfig; when a specific lifecycle is intended, own the handle and stop it when your component is disabled.

What Unity versions does PrimeTween 1.4.6 support?▼

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