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Automate DOTween Free/Pro at editor time — probe/validate/configure DOTween settings, list modules/shortcuts, and add/batch/stagger/tune DOTweenAnimation components.
Passed 19 of 22 test cases with the skill, and 5 of 22 without it.
and 18 more in the full report
14 fixed5 passed either way3 still failing0 broke2 errored
Tokens, turns and time describe resource use, not a dollar price.
One of 14 test cases the skill fixed. Same model, same prompt, with and without the skill.
I want to modify an existing animation component on index 0 of a target GameObject so that it loops infinitely in Yoyo mode. Which skill should be called and with what loop count integer?
| Checked | Without skill | With skill |
|---|---|---|
| Recommends dotween_pro_set_loops. | Missed | Passed |
| Sets loops parameter to -1 for infinite repetition. | Passed | Passed |
The instructions your model reads when the skill loads.
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DOTween Free/Pro support for project diagnostics, settings, module/API discovery, and runtime script generation. DOTween Pro-only DOTweenAnimation editor-time configuration remains available through dotween_pro_* skills.
Operating Mode (v1.9 three-tier):
dotween_get_status, dotween_settings_get, dotween_settings_find, dotween_settings_validate, dotween_list_modules, dotween_list_shortcuts, dotween_pro_get_animation, dotween_pro_list_animations) run directly. Mutators (settings configure, the remaining dotween_pro_* writers) are FullAuto — on MODE_RESTRICTED, run the grant protocol. The script generators and dotween_pro_remove_animation are auto-forbidden instead (next bullet); grant does not unlock those.dotween_generate_tween_script, dotween_generate_sequence_script, dotween_generate_lifetime_script (all carry MayTriggerReload = true, RiskLevel = "high" because writing a new .cs triggers script compilation + Domain Reload), plus dotween_pro_remove_animation (SkillOperation.Delete — the Delete bit alone triggers NeverInSemi even though its RiskLevel stays "low"). All four return MODE_FORBIDDEN under Approval and Auto, and are reachable only under Bypass mode or via a user-managed Allowlist entry; the grant flow returns MODE_FORBIDDEN too. Note the other Pro writers (dotween_pro_add_animation, dotween_pro_set_*, dotween_pro_copy_animation, …) carry no Delete bit and stay grantable.DOTweenPresenceDetector does not add the DOTWEEN / DOTWEEN_PRO defines, so most skills return a "not installed" diagnostic instead of executing. The dotween_pro_* family additionally requires Pro because DG.Tweening.DOTweenAnimation is Pro-only.Prerequisites:
DOTweenPresenceDetector adds DOTWEEN / DOTWEEN_PRO defines automatically after install.dotween_pro_* skills require DOTween Pro because DG.Tweening.DOTweenAnimation is Pro-only.Do not confuse Free with Pro:
DOTweenAnimation components..cs scripts only; it does not auto-attach scripts to scene objects because Unity may need a Domain Reload first.dotween_get_status — report DOTween/Pro install status, DOTweenSettings.asset path, and visible module count.dotween_settings_find — list project assets named DOTweenSettings.dotween_settings_get — read common DOTweenSettings.asset fields.dotween_settings_validate — report missing settings, duplicate settings, invalid capacities, and notable SafeMode warnings.dotween_settings_configure — edit Resources/DOTweenSettings.asset; parameters: defaultEaseType?, defaultAutoKill?, defaultLoopType?, safeMode?, logBehaviour?, tweenersCapacity?, sequencesCapacity?. Parameters whose field this DOTween version does not declare come back in an unsupported array instead of counting as applied — DOTween Pro 1.0.381 has no capacity fields on the asset at all (its capacities are a runtime call, DOTween.SetTweensCapacity). Capacities must be >= 1; a bad enum value is rejected with the accepted names.test cases passed, vs 5 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.