This allows JuiceBox animation to be exported to burst so you can use them in DOTS.-----🎁🎁🎁🚀 LIMITED TIME DEAL 🚀🎁🎁🎁--------While this package is in its new release discount at 50% off you will also be able to buy JuiceBox PRO at 50% off as well through it. The way you do that is to buy this package first and then put PRO into your cart and it will also be discounted 50% off. (It will not work if you purchase both packages at the same time for... reasons.) The PRO 50% off offer will expire when this 50% offer expires.-----🎁🎁🎁🚀 LIMITED TIME DEAL 🚀🎁🎁🎁--------You moved to ECS for the entity counts, and your animation workflow did not come with you. Traditional animation tooling assumes one GameObject with one component; crowds of entities assume neither. DOTS will happily simulate fifty thousand things at once, but every one of them that needs a tween, a spring, or a shake is suddenly your problem again: hand-written state machines inside Burst jobs, hand-maintained per-entity logic, and CPU overhead you now have to budget for by hand - exactly the work you bought an animation tool to avoid.The DOTS Converter takes the animations authored in JuiceBox's powerful and flexable animation node editor and generates native ECS versions of them. Press Convert to DOTS on any animation and you get a single readable C# file containing an authoring component, a Baker, and a Burst-compiled system with the animation's math inlined into the job. No delegates, no reflection, no managed calls on the hot path. Drop the authoring component on a GameObject in a subscene and the same motion you designed in the graph now runs on thousands of entities, scheduled in parallel.Keep your workflow.Iterate in the Sequence Editor as always, then reconvert; the file regenerates in place. Animated GameObjects keep working untouched - the same source animation drives both paths.Know before you commit.Analyze runs the full conversion in memory and reports every binding: what inlines, what carries a cost, and what will not convert, with the reason and the fix. The converter refuses what it cannot translate faithfully instead of converting it wrong.Built for instances.A thousand copies of one prefab share one generated system and one animation key. Completion hooks become main-thread events your gameplay code subscribes to, with the firing entity in the payload. Parameters become per-entity component fields.What the DOTS Converter producesPress the Convert to DOTS button and the converter replaces the cumbersome hand-written pre-build that DOTS animation otherwise demands. What became a MonoBehaviour animation becomes a Burst job: one readable C# file containing three things, an authoring component, a Baker, and the system that runs the animation.What convertsAll five effect families convert: tweens, follows, swings, waits and shakes. That covers easing curves and custom curve shapes, spring stiffness and damping, screen shake, delays, loop counts and sequencing order. Interpolation runs on transform position, rotation and scale, on colour, and on any float parameter you drive from the graph. Custom value functions written for PRO convert too: the codegen step inlines the function body into the job when possible, and Analyze generates a report when it cannot convert. It handles arbitrary object hierarchies including non-skinned meshes, producing behaviour equivalent to the GameObject original.Performance characteristicsThe generated system runs as a scheduled parallel job. Animation math is inlined into the job body rather than dispatched, so there are no delegates, no virtual calls and no managed allocations on the hot path. Work scales with entity count on the CPU; a thousand instances of one prefab share a single generated system and a single animation key rather than carrying per-instance logic. Crowd-scale and large entity counts are the intended workload. Each entity writes only its own components, so the schedule has no self-collision between parallel writes.Time manipulationConverted animations keep JuiceBox's full time control: slow, stop, scale playback speed, and run any animation in reverse, all at runtime inside Burst.Authoring workflowAuthor animations in the JuiceBox Sequence Editor exactly as you do for GameObjects, then convert. Reconverting regenerates the file in place, so iteration stays in the graph rather than in generated code. Your original GameObject animations keep working untouched - conversion adds an output, it does not migrate or replace anything.Baking and subscenesDrop the generated authoring component on a GameObject inside a subscene. During the baking phase, standard Entities baking turns it into entity data; no custom bake step and no editor-only runtime dependency.Parameters and eventsAnimation parameters become per-entity component fields, readable and writable from your own systems. Completion hooks become main-thread events your gameplay logic subscribes to, with the firing entity in the payload. Animation parameters become per-entity component fields with mutual read and write access between the generated system and your own systems. NOTE: While uniform scale produces the most efficient Burst runtime code path, non-uniform scale is also fully supported. The converter emits the non-uniform functions when you select it.Analyze before you convertAnalyze is your backstop before you commit. It runs the full conversion in memory and reports every binding: what inlines, what carries a runtime cost, and what will not convert, each with the reason and the fix. The converter refuses anything it cannot translate faithfully rather than converting it incorrectly.Requirements and compatibilityJuiceBox - ECS converts JuiceBox animations into Burst-compiled jobs that run on Unity's Data-Oriented Technology Stack (DOTS).Required: Unity 6 or newer, with the Entities 1.x, Burst and Collections packages. These packages are installed automatically. Tested against Entities 1.4.7, earlier 1.x versions are expected to work and updating the Entities package is straightforward if you hit an incompatibility.Platforms: works on all platforms except WebGL. (Because Burst compilation does not work there.) We do not guarantee that a game will run on Unity Tuanjie (the Chinese version of Unity). Due to limitations in the development environment we are unable to test in the Tuanjie environment, and therefore cannot provide support for issues specific to that engine.Early accessSome outputs do not convert yet: UI and RectTransform, physics, and a few effect shapes. The included guide lists every limitation explicitly. These are documented restrictions of the converter, not of the underlying animation system - the same animations continue to run normally on GameObjects. Those features will be added soon.No rendering dependenciesThe converter writes animation results into entity component data. It does not affect the rendering pipeline and requires no dedicated shaders. Available in URP and HDRP. BuildRP is not supported, because Entities Graphics does not support it.AboutJuiceBox is the successor to Movement/Time, a previous Digital Dust animation asset, now deprecated.

