# Re-use DOTween tweeners

I am using DOTween, and I want to create a tweener, store it, and re-use it in the future several times.

    Tweener playerMoveUpTweener = player.transform.DOLocalMove(new Vector3(0,100,0), 0.5f, true);
playerMoveUpTweener.SetEase (Ease.Linear);
playerMoveUpTweener.SetRelative (true);
playerMoveUpTweener.SetRecyclable (true);
playerMoveUpTweener.OnComplete(() => {
// some stuff
});


But, in the future, I can't seem to be able to use it:

playerMoveUpTweener.Play();


Won't work. Not even with Rewind() or Restart().

Is it actually possible to re-use this same tweener?

• I'm looking at the source code here: github.com/Demigiant/dotween/tree/develop/_DOTween.Assembly/… -- And there doesn't seem to be any easy way to reset a tween. Do you really need to use such a bloated tween engine? – jgallant Mar 1 '16 at 12:55
• @Jon well, I just happen to be used to it. Do you have any recommendations? – Oxide Mar 1 '16 at 16:38
• Based on the source code, it appears you may need to call Tweener.Setup() -- however, I am unsure. – jgallant Mar 1 '16 at 16:39
• @Jon I don't think I can call that. Looks like an internal method and can't be accessed from my scripts. – Oxide Mar 1 '16 at 17:18
• The reset command says this: // Doesn't reset active state, activeId and despawned, since those are only touched by TweenManager -- Doesn't reset default values since those are set when Tweener.Setup is called. You may have to do all this stuff manually -- Really not sure why this lib doesn't include a proper reset. – jgallant Mar 1 '16 at 17:21

playerMoveUpTweener.SetAutoKill(false);

playerMoveUpTweener.Restart();