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Source-anchored design rules for PrimeTween 1.4.6 — factory tweens, non-reusable handles, sequences, cycles, callbacks, cancellation, async/coroutine waiting, and configuration.
Passed 22 of 22 test cases with the skill, and 17 of 22 without it.
and 2 more in the full report
5 fixed17 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 5 test cases the skill fixed. Same model, same prompt, with and without the skill.
A pause menu UI animation must continue animating smoothly when `Time.timeScale` is set to `0`. Where is unscaled time toggled when creating a `Sequence`?
| Checked | Without skill | With skill |
|---|---|---|
| Specify passing `useUnscaledTime: true` into `Sequence.Create`. | Missed | Passed |
The instructions your model reads when the skill loads.
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Advisory module. Rules are grounded in the PrimeTween 1.4.6 package installed through com.kyrylokuzyk.primetween.
Mode: Documentation only — no REST skills to gate; load freely under any operating mode.
Load before writing or reviewing:
Tween.Position, LocalPosition, EulerAngles, LocalEulerAngles, Scale, Alpha, Color, Custom, delay, or shake calls.Sequence.Create, Chain, Group, Insert, callbacks, or sequence cycles.Tween.Stop, Complete, StopAll, CompleteAll, PausedAll, progress, time scale, or manual update control.OnComplete, OnUpdate, zero-allocation callback overloads, or target-destruction handling.await tween, ToYieldInstruction, serialized TweenSettings, PrimeTweenConfig, or capacity tuning.| # | Rule | Source anchor |
|---|---|---|
| 1 | PrimeTween uses static Tween factories. Its 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. | Runtime/Tween.cs:53,256-264; readme.md “Controlling tweens” |
| 2 | Use Sequence.Chain for sequential work, Group for parallel work against the previous item, and Insert for absolute-time overlap. This naming differs from DOTween’s Append/Join vocabulary. | Runtime/Sequence.cs:154,193,202 |
| 3 | A Sequence has its own cycles, cycle mode, easing, update type, and unscaled-time settings at creation. Configure those on Sequence.Create, not through DOTween-style fluent setters. | Runtime/Sequence.cs:108 |
| 4 | Callbacks can bind a target explicitly with OnComplete<T> or sequence callback overloads. That avoids a capturing closure and lets PrimeTween suppress the callback if its target is destroyed. | Runtime/Tween.cs:365-382; Runtime/Sequence.cs:228-281 |
| 5 | PrimeTween detects destroyed Unity targets and exposes targeted warnings through PrimeTweenConfig. Do not assume a DOTween SetLink API exists; own a handle and stop it when your component is disabled when that is the intended lifecycle. | Runtime/Internal/PrimeTweenManager.cs:870-880; Runtime/PrimeTweenConfig.cs:56-87 |
| 6 | await tween and ToYieldInstruction() are supported, but both async state machines and coroutines allocate. For allocation-sensitive animation flows, prefer Sequence. | Runtime/Internal/AsyncAwaitSupport.cs; Runtime/Internal/CoroutinesSupport.cs; readme.md “Async/await” |
| 7 | TweenSettings and TweenSettings<T> are serializable configuration carriers for Inspector-authored tween values; use them instead of inventing a separate animation settings component. | Runtime/TweenSettings.cs:25-54; readme.md “Inspector integration” |
| 8 | PrimeTweenConfig is static runtime configuration. It has capacity, default ease/update type, warning controls, and manual-update APIs, but it is not a Resources settings asset. | Runtime/PrimeTweenConfig.cs:25-101 |
TweenSettings fields → load inspector.test cases passed, vs 17 / 22 without
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