Install
$ agentstack add skill-xeldaralz-everything-claude-unity-dotween ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
DOTween Animation Library
DOTween (Demigiant) is the standard tweening library for Unity. It provides fluent, chainable methods for animating transforms, UI elements, materials, and arbitrary values with minimal boilerplate.
Basic Tweens
Every shortcut method follows the pattern target.DO[Property](endValue, duration).
// Transform tweens
transform.DOMove(new Vector3(0, 5, 0), 1f); // World position
transform.DOLocalMove(new Vector3(0, 5, 0), 1f); // Local position
transform.DOScale(Vector3.one * 1.5f, 0.3f); // Scale
transform.DORotate(new Vector3(0, 180, 0), 0.5f); // Euler rotation
transform.DOLocalRotateQuaternion(targetRot, 0.5f); // Quaternion rotation
// UI tweens (CanvasGroup, Image, etc.)
canvasGroup.DOFade(0f, 0.5f); // Alpha fade
image.DOColor(Color.red, 0.2f); // Color change
image.DOFillAmount(1f, 1f); // Fill bar
rectTransform.DOAnchorPos(Vector2.zero, 0.3f); // UI position
// Material tweens — NEVER use renderer.material (clones material, breaks batching).
// Use MaterialPropertyBlock for per-instance changes, or tween a shared material if all instances share the tween.
private static readonly int ColorId = Shader.PropertyToID("_Color");
private MaterialPropertyBlock _propBlock;
Color from = Color.black;
DOTween.To(() => from, c =>
{
from = c;
_propBlock.SetColor(ColorId, c);
renderer.SetPropertyBlock(_propBlock);
}, Color.white, 0.1f);
// Arbitrary value tween
float value = 0f;
DOTween.To(() => value, x => value = x, 10f, 1f);
Sequence Composition
Sequences let you chain, overlap, and orchestrate multiple tweens as a single unit.
Sequence seq = DOTween.Sequence();
// Append — plays after previous tween finishes
seq.Append(transform.DOMove(targetPos, 0.5f));
seq.Append(transform.DOScale(Vector3.one * 1.2f, 0.3f));
// Join — plays at the same time as the previous tween
seq.Append(transform.DOMove(targetPos, 0.5f));
seq.Join(transform.DORotate(new Vector3(0, 360, 0), 0.5f));
// Insert — plays at a specific time position in the sequence
seq.Insert(0.2f, canvasGroup.DOFade(1f, 0.3f));
// Intervals and callbacks
seq.PrependInterval(0.5f); // Delay before sequence starts
seq.AppendInterval(0.2f); // Pause between tweens
seq.AppendCallback(() => Debug.Log("Done!"));
seq.InsertCallback(1f, () => PlaySound());
// Sequence settings
seq.SetLoops(3, LoopType.Yoyo);
seq.SetUpdate(true); // Unscaled time
seq.OnComplete(() => Destroy(gameObject));
Nested Sequences
Sequence innerSeq = DOTween.Sequence();
innerSeq.Append(transform.DOScale(1.2f, 0.15f));
innerSeq.Append(transform.DOScale(1f, 0.15f));
Sequence outerSeq = DOTween.Sequence();
outerSeq.Append(transform.DOMove(targetPos, 0.5f));
outerSeq.Append(innerSeq);
Easing
Easing controls the interpolation curve. Choose based on the feel you want.
transform.DOMove(target, 0.5f).SetEase(Ease.OutBounce);
transform.DOScale(1.2f, 0.2f).SetEase(Ease.OutBack); // Pop/overshoot
transform.DOMove(target, 1f).SetEase(Ease.InOutQuad); // Smooth start/stop
canvasGroup.DOFade(0f, 0.3f).SetEase(Ease.InQuad); // Accelerate out
Common Eases for Game Feel
| Ease | Use Case | |------|----------| | Ease.OutBack | Button press pop, element appearing with overshoot | | Ease.OutBounce | Landing, dropping items | | Ease.InOutQuad | Smooth camera moves, panel slides | | Ease.OutQuad | Natural deceleration, most general-purpose | | Ease.InBack | Element leaving with anticipation | | Ease.OutElastic | Springy, playful UI elements | | Ease.Linear | Progress bars, constant-speed movement |
Custom Ease Curves
[SerializeField] private AnimationCurve _customEase;
transform.DOMove(target, 1f).SetEase(_customEase);
CRITICAL: Tween Lifecycle and Kill Strategy
Always kill tweens when the owning object is destroyed. Tweens that target destroyed objects cause MissingReferenceException and memory leaks.
public class AnimatedElement : MonoBehaviour
{
private Tween _activeTween;
public void PlayAnimation()
{
// Kill any existing tween before starting a new one
_activeTween?.Kill();
_activeTween = transform.DOScale(1.2f, 0.3f)
.SetEase(Ease.OutBack);
}
private void OnDestroy()
{
// CRITICAL: Kill all tweens targeting this transform
transform.DOKill();
// If you used SetId(this), also kill by ID:
// DOTween.Kill(this);
// Or kill a specific stored tween:
// _activeTween?.Kill();
}
}
Kill Methods
transform.DOKill(); // Kill all tweens on this transform
transform.DOKill(true); // Kill and force completion
DOTween.Kill(this); // Kill tweens with this object as ID
DOTween.Kill("myTween"); // Kill tweens with string ID
DOTween.KillAll(); // Nuclear option — kill everything
tween.Kill(); // Kill a specific tween reference
Tween IDs
Tag tweens with IDs for targeted operations.
transform.DOMove(target, 1f).SetId(this); // Object ID
transform.DOMove(target, 1f).SetId("uiTransition"); // String ID
// Later: kill, pause, or play by ID
DOTween.Kill("uiTransition");
DOTween.Pause(this);
DOTween.Play(this);
SetAutoKill and Reusable Tweens
By default, tweens auto-destroy on completion. Disable for reusable tweens.
private Tween _bounceTween;
private void Awake()
{
_bounceTween = transform.DOScale(1.2f, 0.15f)
.SetEase(Ease.OutBack)
.SetAutoKill(false)
.SetLoops(2, LoopType.Yoyo)
.Pause(); // Create paused, play on demand
}
public void Bounce()
{
_bounceTween.Restart(); // Replay from beginning
}
private void OnDestroy()
{
_bounceTween?.Kill(); // Must kill manually since AutoKill is off
}
SetUpdate — Unscaled Time
For animations that should play during pause (Time.timeScale = 0):
// Pause menu fade-in plays even when game is paused
canvasGroup.DOFade(1f, 0.3f).SetUpdate(true);
// Also works on sequences
DOTween.Sequence()
.Append(panel.DOAnchorPos(Vector2.zero, 0.3f))
.SetUpdate(true);
SetCapacity — Startup Performance
Call once at application startup to pre-allocate tween capacity and avoid runtime resizing.
// In a bootstrap MonoBehaviour or RuntimeInitializeOnLoadMethod
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void InitDOTween()
{
DOTween.SetTweensCapacity(500, 50); // 500 tweeners, 50 sequences
}
Punch and Shake — Game Juice
Short, impactful animations for feedback.
// Punch — snaps back to original value
transform.DOPunchScale(Vector3.one * 0.2f, 0.3f, 6, 0.5f);
transform.DOPunchPosition(new Vector3(0, 30, 0), 0.4f, 8, 0.5f);
transform.DOPunchRotation(new Vector3(0, 0, 15), 0.3f, 8, 0.5f);
// Shake — random oscillation
transform.DOShakePosition(0.5f, strength: 10f, vibrato: 10, randomness: 90);
transform.DOShakeScale(0.3f, 0.5f);
transform.DOShakeRotation(0.5f, new Vector3(0, 0, 30));
// Camera shake
Camera.main.DOShakePosition(0.3f, 0.5f, 14, 90, false, true);
Path Tweens
Move along a series of waypoints.
Vector3[] waypoints = new[]
{
new Vector3(0, 0, 0),
new Vector3(5, 2, 0),
new Vector3(10, 0, 0),
new Vector3(15, 3, 0),
};
transform.DOPath(waypoints, 3f, PathType.CatmullRom)
.SetEase(Ease.InOutQuad)
.SetLookAt(0.01f); // Face movement direction
Common Patterns
Button Press Feedback
public class ButtonFeedback : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
private static readonly Vector3 PressScale = Vector3.one * 0.9f;
public void OnPointerDown(PointerEventData eventData)
{
transform.DOKill();
transform.DOScale(PressScale, 0.1f).SetEase(Ease.OutQuad);
}
public void OnPointerUp(PointerEventData eventData)
{
transform.DOKill();
transform.DOScale(Vector3.one, 0.15f).SetEase(Ease.OutBack);
}
private void OnDestroy() => transform.DOKill();
}
Screen Transition
public class ScreenTransition : MonoBehaviour
{
[SerializeField] private CanvasGroup _canvasGroup;
[SerializeField] private RectTransform _panel;
public Tween Show()
{
_canvasGroup.alpha = 0f;
_panel.anchoredPosition = new Vector2(0, -50f);
Sequence seq = DOTween.Sequence();
seq.Append(_canvasGroup.DOFade(1f, 0.25f));
seq.Join(_panel.DOAnchorPos(Vector2.zero, 0.3f).SetEase(Ease.OutQuad));
return seq;
}
public Tween Hide()
{
Sequence seq = DOTween.Sequence();
seq.Append(_canvasGroup.DOFade(0f, 0.2f));
seq.Join(_panel.DOAnchorPos(new Vector2(0, 50f), 0.25f).SetEase(Ease.InQuad));
return seq;
}
private void OnDestroy()
{
_canvasGroup.DOKill();
_panel.DOKill();
}
}
Damage Flash
public void FlashDamage(SpriteRenderer sr)
{
sr.DOKill();
Sequence seq = DOTween.Sequence();
seq.Append(sr.DOColor(Color.red, 0.05f));
seq.Append(sr.DOColor(Color.white, 0.15f));
seq.SetId(sr);
}
Collect Animation
public void PlayCollectAnimation(Transform item, Vector3 targetUIPos)
{
Sequence seq = DOTween.Sequence();
seq.Append(item.DOScale(1.3f, 0.15f).SetEase(Ease.OutBack));
seq.Append(item.DOMove(targetUIPos, 0.4f).SetEase(Ease.InBack));
seq.Join(item.DOScale(0f, 0.3f).SetEase(Ease.InQuad));
seq.OnComplete(() => Destroy(item.gameObject));
}
Anti-Patterns
DO NOT create tweens in Update
// BAD — creates a new tween every frame, massive leak
private void Update()
{
transform.DOMove(target.position, 0.5f);
}
// GOOD — create once, update target differently
private Tween _moveTween;
public void MoveTo(Vector3 target)
{
_moveTween?.Kill();
_moveTween = transform.DOMove(target, 0.5f);
}
DO NOT forget to kill on destroy
// BAD — tween continues after object is destroyed
public void Animate()
{
transform.DOScale(2f, 5f).OnComplete(() => DoSomething());
}
// GOOD — always have a kill strategy
private void OnDestroy() => transform.DOKill();
DO NOT create infinite loops without a kill strategy
// BAD — no way to stop this
transform.DORotate(new Vector3(0, 360, 0), 2f, RotateMode.FastBeyond360)
.SetLoops(-1, LoopType.Restart);
// GOOD — store reference and kill in OnDestroy
private Tween _spinTween;
private void Start()
{
_spinTween = transform.DORotate(new Vector3(0, 360, 0), 2f, RotateMode.FastBeyond360)
.SetLoops(-1, LoopType.Restart)
.SetId(this);
}
private void OnDestroy() => DOTween.Kill(this);
Callbacks
transform.DOMove(target, 1f)
.OnStart(() => Debug.Log("Started"))
.OnUpdate(() => Debug.Log("Updating"))
.OnComplete(() => Debug.Log("Done"))
.OnKill(() => Debug.Log("Killed"))
.OnStepComplete(() => Debug.Log("Loop step done"));
Tween Control
Tween tween = transform.DOMove(target, 1f);
tween.Pause();
tween.Play();
tween.Restart();
tween.Rewind();
tween.Complete(); // Jump to end
tween.Goto(0.5f, true); // Jump to time, and play
tween.PlayForward();
tween.PlayBackwards();
tween.Flip(); // Reverse direction
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: XeldarAlz
- Source: XeldarAlz/everything-claude-unity
- License: MIT
- Homepage: https://github.com/XeldarAlz/everything-claude-unity#readme
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.