addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Automate DOTween Free/Pro at editor time
Claude Code
$ npx -y skills add Besty0728/Unity-Skills --skill dotween --agent claude-code
Codex
$ npx skills add Besty0728/Unity-Skills --skill dotween -a codex -y
Cursor
$ npx skills add Besty0728/Unity-Skills --skill dotween -a cursor -y
Gemini CLI
$ npx skills add Besty0728/Unity-Skills --skill dotween -a gemini-cli -y
GitHub Copilot
$ npx skills add Besty0728/Unity-Skills --skill dotween -a github-copilot -y
OpenCode
$ npx skills add Besty0728/Unity-Skills --skill dotween -a opencode -y
Windsurf
$ npx skills add Besty0728/Unity-Skills --skill dotween -a windsurf -y
name: unity-dotween description: Automate DOTween Free/Pro at editor time
DOTween Free and Pro support: project diagnostics, settings, module and API discovery, runtime script generation, and editor-time configuration of `DOTweenAnimation` components through the `dotween_pro_*` skills. Parameters come from the schema (`GET /skills/schema?category=DOTween&wire=v2`); execution and dryRun rules: root [SKILL.md](../../SKILL.md).
All generation skills require `className`, default `folder=Assets/Scripts/DOTween`, optional `namespaceName`, and never overwrite existing files.
Common parameters: `targetKind=Transform`, `tweenKind=DOMove`, `duration=1`, `ease=OutQuad`, `loops=1`, `autoPlay=true`, `useSetLink=true`.
Supported v1 `targetKind` / `tweenKind` pairs:
Example:
dotween_generate_tween_script className=HeroPanelIntro targetKind=RectTransform tweenKind=DOAnchorPos duration=0.35 ease=OutBack
Sequence example:
dotween_generate_sequence_script className=ButtonPop targetKind=Transform stepsJson='[
{"op":"Append","tweenKind":"DOScale","duration":0.12},
{"op":"AppendInterval","duration":0.05},
{"op":"Join","tweenKind":"DOPunchPosition","duration":0.25}
]'Single-target Pro skills locate the GameObject by `targetEntityId` (preferred; the only id on Unity 6000.4+), `targetInstanceId`, `targetPath` or `target` (name).
Add one DOTweenAnimation to a GameObject and configure all core fields. **Parameters:** `target` / `animationType` / `endValueV3?` / `endValueFloat?` / `endValueColor?` / `endValueV2?` / `endValueString?` / `endValueRect?` / `duration=1` / `ease="OutQuad"` / `loops=1` / `loopType="Yoyo"` / `delay=0` / `isRelative=false` / `isFrom=false` / `autoPlay=true` / `autoKill=true` / `id?`
Shared numeric/enum contract of the three add skills, checked before anything is added: `duration > 0`, `loops` is -1 (infinite) or >= 1, `delay >= 0`, and `animationType` / `ease` / `loopType` must be members of the enums the installed DOTween declares (a misspelled `ease` used to be ignored silently).
Add the same animation to multiple GameObjects. **Parameters:** `targetsJson` (JSON string array) + all params of dotween_pro_add_animation.
Batch-add with incrementing delay — UI cascade entrance pattern. **Parameters:** `targetsJson` / `animationType` / `endValueV3?` / `endValueFloat?` / `endValueColor?` / `endValueV2?` / `duration=0.5` / `ease="OutBack"` / `loops=1` / `loopType="Yoyo"` / `baseDelay=0` / `staggerDelay=0.1` / `isFrom=true` / `autoPlay=true` / `autoKill=true` `baseDelay` and `staggerDelay` must both be >= 0; a negative one is rejected up front rather than clamped away by
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Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.