addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Source-anchored design rules for DOTween 1.3.015
$ npx -y skills add Besty0728/Unity-Skills --skill dotween-design --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/dotween-designContext preview
The summary Claude sees to decide when to auto-load this skill.
Source-anchored design rules for DOTween 1.3.015
name: unity-dotween-design description: Source-anchored design rules for DOTween 1.3.015
> **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:
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:
| # | 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` | | 4 | **Safe 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` | | 5 | `SetLink(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` | | 6 | `SetTarget(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` | | 7 | `Sequence.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` | | 8 | `AsyncWaitForCompletion / AsyncWaitForKill / AsyncWaitForRewind` live in `DOTweenModuleUnityVersion.cs` (MODULE file, gated by `UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0)`). If Modules are not generated (Tools → DOTween Utility Panel → Create ASMDEF), these APIs don't exist. | `bin/Modules/DOTweenModuleUnityVersion.cs:216,244,230` | | 9 | UniTask 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` | | 10 | `Ease` 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 | When to read | |---------|--------------| | [BASICS.md](./BASICS.md) | `DOTween.Init`, driver GameObject, DOTweenSettings asset, Modules architecture, Safe Mode, tween capacity | | [TWEEN.md](./TWEEN.md) | Tween base class, Tweener vs Sequence, autoKill, Play/Pause/Rewind/Restart/Kill/Complete/Goto lifecycle | | [SEQUENCE.md](./SEQUENCE.md) | `Sequence.Append / Join / Insert / Prepend / AppendInterval / PrependInterval / AppendCallback / InsertCallback`, nesting, loop composition | | [SHORTCUTS.md](./SHORTCUTS.md) | `.DOMove / DOLocalMove / DOAnchorPos / DORotate / DOScale / DO
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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)