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Aurelius Protocol: Tweening NEVER List
- NEVER instantiate a Tween using
Tween.new() — Tweens created manually are invalid. Always use create_tween() or get_tree().create_tween() [3, 4].
- NEVER attempt to reuse a finished Tween — Tweens are single-use objects. To replay an animation, you must create a new one [4].
- NEVER manually instantiate
PropertyTweener or CallbackTweener — These must be generated only by the parent Tween methods like tween_property [5].
- NEVER create an infinite loop containing only 0-duration animations — This will freeze the engine. Always include at least one step with duration [10].
- NEVER use multiple Tweens to animate the same property simultaneously — The last one created takes priority, causing flicker. Use
kill() on the old reference first [11, 12].
- NEVER use linear interpolation for UI/Juice —
TRANS_LINEAR feels robotic. Use EASE_OUT + TRANS_QUAD or EASE_IN_OUT + TRANS_CUBIC for organic motion [22].
- NEVER create tweens in
_process without guards — Creating 60 tweens per second will crash the app. Use a state check or kill the running one.
- NEVER skip
bind_node(self) for non-global tweens — If the node is freed while a tween is running, it can cause errors. Binding ensures it dies with the node [13].
- NEVER use 0-duration tweens for state changes — If you want an instant change, just set the property directly (
position = goal) to save overhead [20].
- NEVER forget to call
chain() when returning from set_parallel(true) — If you want a sequence after a parallel block, you must explicitly chain it [15].
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Related skills:
- https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tweening/SKILL.md — domain skill owning this never-list sector
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