/primetween-design
Source-anchored design rules for PrimeTween 1.4.6. 为 PrimeTween 1.4.6 提供源码锚定的设计规则。
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/primetween-design
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Source-anchored design rules for PrimeTween 1.4.6. 为 PrimeTween 1.4.6 提供源码锚定的设计规则。
SKILL.md
primetween-design.SKILL.mdname: unity-primetween-design
description: Source-anchored design rules for PrimeTween 1.4.6. 为 PrimeTween 1.4.6 提供源码锚定的设计规则。
Triggers
- Writing or reviewing PrimeTween code
- Diagnosing tween lifecycle behavior
- 编写或审查 PrimeTween 代码、诊断补间生命周期行为
PrimeTween - Design Rules
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.
When to Load This Module
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.
Critical Rule Summary
| # | 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` |
Routing to Other Modules
- Async control flow or cancellation policy → load [async](../async/SKILL.md) and [unitask-design](../unitask-design/SKILL.md).
- Inspector-authored `TweenSettings` fields → load [inspector](../inspector/SKILL.md).
- Tween-heavy performance analysis → load [performance](../performance/SKILL.md).
- Addressables-loaded targets or scene lifetime → load [addressables-design](../addressables-design/SKILL.md).
Version Scope
This module targets PrimeTween **1.4.6**. Its UPM package supports Unity 2018.4+, but Unity Skills itself maintains a Unity 2022.3+ baseline. Check the installed package version before relying on a newer factory overload or PrimeTween Pro feature.
Read more
name: unity-primetween-design description: Source-anchored design rules for PrimeTween 1.4.6. 为 PrimeTween 1.4.6 提供源码锚定的设计规则。
Triggers
- Writing or reviewing PrimeTween code
- Diagnosing tween lifecycle behavior
- 编写或审查 PrimeTween 代码、诊断补间生命周期行为
PrimeTween - Design Rules
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.
When to Load This Module
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.
Critical Rule Summary
| # | 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` |
Routing to Other Modules
- Async control flow or cancellation policy → load [async](../async/SKILL.md) and [unitask-design](../unitask-design/SKILL.md).
- Inspector-authored `TweenSettings` fields → load [inspector](../inspector/SKILL.md).
- Tween-heavy performance analysis → load [performance](../performance/SKILL.md).
- Addressables-loaded targets or scene lifetime → load [addressables-design](../addressables-design/SKILL.md).
Version Scope
This module targets PrimeTween **1.4.6**. Its UPM package supports Unity 2018.4+, but Unity Skills itself maintains a Unity 2022.3+ baseline. Check the installed package version before relying on a newer factory overload or PrimeTween Pro feature.
REST API-based AI-driven Unity Editor Automation Engine Let AI control Unity scenes directly through Skills 🎉 We are now indexed by DeepWiki! Got questions? Check out the AI-generated docs → The current official maintenance baseline is Unity 2022.3+.
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