Install any skill in seconds. Free to start, no credit card required.
Get Started Free →besty0728/unity-dotween-design
Source-anchored design rules for DOTween 1.3.015 (Unity 2018+) — tween/sequence basics, ease curves, shortcuts, lifetime binding, callbacks, safe mode, and integration with UniTask/Addressables.
Passed 23 of 23 test cases with the skill, and 21 of 23 without it.
2 fixed21 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 2 test cases the skill fixed. Same model, same prompt, with and without the skill.
In a high-density bullet hell game in Unity, hundreds of tweens spawn simultaneously on scene load, causing garbage collection spikes during dynamic internal capacity expansions. Write a C# initialization snippet that configures DOTween startup options and pre-allocates capacity for 1000 tweens and 200 sequences.
| Checked | Without skill | With skill |
|---|---|---|
| Calls DOTween.Init to obtain the IDOTweenInit builder. | Missed | Passed |
| Chains SetCapacity(1000, 200) on the IDOTweenInit instance. | Missed | Passed |
The instructions your model reads when the skill loads.
Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via
GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Advisory module. Every rule is distilled from Demigiant DOTween source at:
_DOTween.Assembly/DOTween/ and bin/Modules/ module files (Unity 2018+)Each rule cites a concrete file/line so the reasoning is auditable and the AI does not improvise against stale memory.
Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
Load before writing or reviewing any of:
DOTween.Init(...) bootstrap, DOTweenSettings configuration, SetTweensCapacity adjustments.DOMove / .DORotate / .DOScale / .DOColor / .DOFade / .DOShake* / .DOPath / .DOPunch* shortcut callDOTween.Sequence() + .Append / .Join / .Insert / .Prepend / .AppendInterval / .PrependInterval / .AppendCallback.SetEase / .SetDelay / .SetLoops / .SetAutoKill / .SetLink / .SetId / .SetTarget / .SetUpdate / .SetRelative / .SetRecyclable / .SetSpeedBased.OnStart / .OnUpdate / .OnStepComplete / .OnComplete / .OnKill / .OnPlay / .OnPause / .OnRewind.AsyncWaitForCompletion / .AsyncWaitForKill / .AsyncWaitForRewind / .AsyncWaitForElapsedLoops / .AsyncWaitForPositiontween.ToUniTask(TweenCancelBehaviour, CancellationToken) (UniTask bridge)DOTween.Kill(target, complete) / DOTween.KillAll() batch operationsuseSafeMode, safeModeLogBehaviour, nestedTweenFailureBehaviour| # | Rule | Source anchor |
|---|---|---|
| 1 | DOTween.Init(recycleAllByDefault, useSafeMode, logBehaviour) returns IDOTweenInit for fluent .SetCapacity(...). If not called explicitly, Auto-init runs on first tween creation (AutoInit at DOTween.cs:236). DOTween.Version = "1.3.015" is exposed as a const. | DOTween.cs:38,227,236,243 |
| 2 | Every tween is driven by a single [DOTween] GameObject MonoBehaviour (DOTweenComponent) marked DontDestroyOnLoad. It is created on first init and survives scene loads. Don't destroy it — DOTween.Clear(destroy: true) is the only supported teardown. | DOTweenComponent.cs:268-270, DOTween.cs:311 |
| 3 | Default autoKill = true: tween is killed on completion. After kill, calls like .Restart() / .Kill() / .Complete() are no-ops (Safe Mode) or NullReferenceException (Safe Mode off). Use .SetAutoKill(false) to keep tween alive for replay. | DOTween.cs useSafeMode:49, TweenSettingsExtensions.cs:39,49 |
test cases passed, vs 21 / 23 without
Published skills whose descriptions closely match this one, with their headline benchmark lift.
More skills from the same source and nearby in the registry, with their headline benchmark lift.