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Unity Dotween Design

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Besty0728
unity-dotween-design

Source-anchored design rules for DOTween 1.3.015

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameunity-dotween-design
Stars
1.8K
Forks
164
Bundled files
8
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 8 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by Besty0728 on GitHub. Read the source before you install it.

Installation

Install the Unity Dotween Design AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.

Use it in TypingMind

Enable Unity Dotween Design in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Unity Dotween Design on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Unity Dotween Design is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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.

Triggers

  • Writing or reviewing DOTween code
  • Building sequences
  • Binding tween lifetime
  • Debugging tween pitfalls
  • 编写或审查 DOTween 代码、构建序列动画、绑定补间生命周期、排查补间陷阱

DOTween - Design Rules

Advisory module. Every rule is distilled from Demigiant DOTween source at:

  • 1.3.015 — bundled in _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).

When to Load This Module

Load before writing or reviewing any of:

  • DOTween.Init(...) bootstrap, DOTweenSettings configuration, SetTweensCapacity adjustments
  • Any .DOMove / .DORotate / .DOScale / .DOColor / .DOFade / .DOShake* / .DOPath / .DOPunch* shortcut call
  • DOTween.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 / .AsyncWaitForPosition
  • tween.ToUniTask(TweenCancelBehaviour, CancellationToken) (UniTask bridge)
  • DOTween.Kill(target, complete) / DOTween.KillAll() batch operations
  • Safe Mode debugging — useSafeMode, safeModeLogBehaviour, nestedTweenFailureBehaviour
  • DOTween Module generation (Audio / Physics / Physics2D / Sprite / UI / UnityUI / TextMeshPro)

Critical Rule Summary

#RuleSource anchor
1DOTween.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
2Every 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
3Default 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
4Safe Mode is ON by default (useSafeMode = true). Target destroyed while tween plays → Safe Mode catches the exception and logs per safeModeLogBehaviour (default: Warning). Disable Safe Mode to locate missing-link bugs during development.DOTween.cs:49,51
5SetLink(gameObject, LinkBehaviour) binds tween lifecycle to a GameObject. Default LinkBehaviour.KillOnDestroy. Without SetLink, tween continues running after target is destroyed and relies on Safe Mode for protection.TweenSettingsExtensions.cs:91,103, LinkBehaviour.cs
6SetTarget(object target) is required for DOTween.Kill(target) / DOTween.KillAll(target) grouping. Shortcut extensions (.DOMove, .DOFade, etc.) set target automatically; manual DOTween.To(...) does NOT.TweenSettingsExtensions.cs:116, DOTween.cs:884,892
7Sequence.Append(t) runs after previous. Sequence.Join(t) runs in parallel with previous. Sequence.Insert(float atPosition, t) inserts at absolute time. Sequence.Prepend(t) pushes to front, shifting existing.TweenSettingsExtensions.cs:499,508,517,528
8AsyncWaitForCompletion / AsyncWaitForKill / AsyncWaitForRewind live in DOTweenModuleUnityVersion.cs (MODULE file, gated by `UNITY_2018_1_OR_NEWER && (NET_4_6
9UniTask bridge tween.ToUniTask(TweenCancelBehaviour, CancellationToken) lives in UniTask's External/DOTween/ extensions and is the recommended await path over AsyncWaitForCompletion. TweenCancelBehaviour has 9 values (Kill / Complete / CancelAwait / KillAndCancelAwait / ...).UniTask DOTweenAsyncExtensions.cs:14-27,54
10Ease enum has 38 entries (36 user-facing + 2 reserved INTERNAL_*): Unset / Linear + In/Out/InOut variants of Sine/Quad/Cubic/Quart/Quint/Expo/Circ/Elastic/Back/Bounce (10 × 3 = 30 math eases) + Flash / InFlash / OutFlash / InOutFlash. INTERNAL_Zero and INTERNAL_Custom are auto-assigned by DOTween for zero-duration and AnimationCurve-based tweens.Ease.cs:9-53

Sub-doc Routing

Sub-docWhen to read
BASICS.mdDOTween.Init, driver GameObject, DOTweenSettings asset, Modules architecture, Safe Mode, tween capacity
TWEEN.mdTween base class, Tweener vs Sequence, autoKill, Play/Pause/Rewind/Restart/Kill/Complete/Goto lifecycle
SEQUENCE.mdSequence.Append / Join / Insert / Prepend / AppendInterval / PrependInterval / AppendCallback / InsertCallback, nesting, loop composition
SHORTCUTS.md.DOMove / DOLocalMove / DOAnchorPos / DORotate / DOScale / DOColor / DOFade / DOPath / DOJump / DOPunch / DOShake* cheat sheet by target type
EASE.mdFull Ease enum, SetEase overloads (Ease / amplitude+period / AnimationCurve / EaseFunction), Flash family, Elastic/Back overshoot
LIFETIME.mdSetAutoKill / SetLink / SetRecyclable / SetId / SetTarget / DOTween.Kill / DOTween.KillAll, Safe Mode, tween pool capacity
INTEGRATION.mdDOTween + UniTask (ToUniTask), DOTween + Coroutine (WaitForCompletion), DOTween + Addressables lifetime, DOTween + Netcode deterministic replay
PITFALLS.md30 concrete hallucination / runtime pitfalls (missing target, stale tween handle, OnComplete not firing on infinite loop, Safe Mode hiding bugs, etc.)

Routing to Other Modules

  • Async integration (ToUniTask, AsyncWaitForCompletion) → load unitask-design and async
  • UI animation (uGUI / UIToolkit) choice between DOTween and native animators → load inspector
  • Architecture / performance review of tween-heavy scenes → load performance
  • Asmdef layout for DOTween consumers (DOTween.asmdef, DOTween Modules asmdef) → load asmdef
  • Addressables-loaded prefab tween lifetime (bundle unload vs tween running) → load addressables-design

Version Scope

Targets DOTween 1.3.015 (the Pro/Free source bundled in _DOTween.Assembly/). Version is exposed as the const DOTween.Version = "1.3.015" at DOTween.cs:38.

Earlier 1.2.x versions are source-compatible for most APIs. Key differences:

  • Modules system (UI / TMP / Physics / etc.) requires post-1.2.0 source and the Utility Panel scanner.
  • SetLink was added in 1.2.x series; LinkBehaviour.KillOnDestroy vs KillOnDisable variants in later 1.2/1.3.
  • TweenCancelBehaviour (UniTask bridge) shipped separately via the UniTask package.

When in doubt, read the cited source — not your memory.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Unity Dotween Design AI skill do?

Source-anchored design rules for DOTween 1.3.015

Why use Unity Dotween Design on TypingMind?

Because you install it once and use it with any model. Unity Dotween Design is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Unity Dotween Design in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/dotween-design. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Unity Dotween Design?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Unity Dotween Design?

As many as you like. As long as a model supports skills, you can use Unity Dotween Design with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Unity Dotween Design AI skill free?

Yes. It is published on GitHub by Besty0728 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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