Give AI coding assistants the documentation, tools, and animation language they need to effortlessly create and edit JuiceBox animations in Unity.Tested and working on Unity versions up to 6.5🎁🎁🎁🎁🎁🚀 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 🚀🎁🎁🎁🎁🎁Your AI assistant will happily write you an animation. It will be confident about it. And it will usually feel wrong.AI animation fails for a structural reason, not a knowledge one. Feel is not correctness. A tween that compiles, runs, and moves the object exactly where you asked can still read as dead, and the distance between dead and satisfying is an asymmetric curve and about four numbers. Your agent cannot judge those numbers, because feel is judged by watching and your agent cannot watch. It is not missing information. It is missing a sense.So it guesses, and then you pay for the guess. You say "it feels off," because that is the only vocabulary any of us has for this. Now it re-guesses a value it had no principled way to pick the first time, and you play the scene again. Every correction is a full round trip. Code-first tween libraries do not help: the numbers still live in code, the judgment still happens in a channel your agent does not have, and your only recourse is still to describe the gap back to it in words.JuiceBox LLM improves the guess first. A lerp is a blank primitive: every quality of the motion has to be built out of raw numbers, which are very difficult to convert into feel by themselves. JuiceBox hands it concepts instead. A Swing already knows what a pendulum does. A Follow already knows how something chases a moving target. An easing is a named shape rather than four floats to invent. Choosing between five effect families is a judgment an agent is genuinely good at, and the choice carries the feel along with it, so the first attempt lands a lot closer than anything assembled out of lerps. It still cannot see the result. It just no longer has to invent the feel from nothing.Then it moves the judgment for whatever is left. Your agent builds the structure — the right effects, the right sequence, the right targets, the right easings — as a real JuiceBox animation asset. You open it in the graph editor and drag the overshoot until it looks right. You can modify the values live as the animation is running. The agent does the part it is good at, and the person who can actually see the screen does the part that needs eyes.This is AI animation you can edit, and it is not character animation. UI, cameras, GameObjects, effects, and gameplay feedback: the panel that slides in, the hit that flashes, the pickup that floats and then flies to the player. Generated clips and mocap libraries do not touch that layer. It is the one AI tooling in Unity has skipped.Setup is simple:Import the package. A setup window opens on first launch.Click "Set up agent access" to set up access and/or connect Unity's CLI or MCP server.Describe the animation you want.Not a chatbot bolted into the editor. The package publishes JuiceBox's entire animation vocabulary as typed, schema validated agent tools, so an AI powered workflow acts on your project directly instead of guessing at an API it has never seen. It is generative AI aimed at something narrow enough to be reliable: artificial intelligence that authors animation data, in the Unity editor, with no AI code in your build.No API key. No subscription. No credits. No generation limits. JuiceBox LLM never calls a model itself, so there is nothing for it to bill you for and no key for it to ask you for. This package contains is no account to create, no service to sign in to, and no monthly allowance to run out of halfway through a scene.It works with the AI tools you already use. JuiceBox LLM is a language that your model uses to set up animations, so it is model agnostic and tied to no single AI plugin: Claude Code, Cursor, GitHub Copilot, Claude Desktop, Unity's own AI Assistant, ChatGPT and other GPT class models, Gemini, or a local LLM served through Ollama.Natural language in, working animation out. Describe what you want in the AI chat you already have open and the integration builds a real sequence, then keeps editing it conversationally as you refine. This is AI animation as an editing loop rather than a one shot generator: you correct it in place instead of regenerating and hoping. The prompt engineering is already done for you: the package ships LLM readable contracts covering every effect, parameter, easing, and behavior, an AI ready JSON animation format (.jbx) with a patch format (.jbxpatch) for targeted edits, and a machine readable manifest of the full vocabulary.There is no code generation here at all. Text to code tools hand you a script to debug; this is text to animation, and it hands you something you can open in a graph editor. It is not an AI scripting tool: the agent writes validated animation data, not runtime code, so nothing it produces can break your build.Safe by design, because the agent is never improvising. Every JuiceBox operation is published as a typed tool with a JSON schema, so an autonomous agent's edit either matches the schema or fails loudly. Edits are validated and applied all or nothing, change tokens stop it overwriting your hand edits, every change is undoable, and the file watcher only runs if you enable it. Editor only, no LLM dependencies are added to builds.Example requests:Animate this menu: slide the panels in, stagger the buttons, and add hover feedback.Add camera shake, hit flashes, and knockback reactions to this combat scene.Make pickups float, spin, highlight on proximity, and fly to the player on collect.Vibe code a subtle looping ambient motion with layered effects for my character.Make everything in this scene feel snappier and more impactful.Add natural variation so groups of objects don't animate in lockstep.The results are normal JuiceBox animations. Inspect, refine, and reuse them in JuiceBox's visual editor, or keep iterating by conversation. Nothing about them depends on an AI at runtime.Links:Website / DocumentationSend me an emailJoin the DiscordThree ways to connect, one governed core:Unity's AI Assistant, Model Context Protocol (MCP) Server, Command-Line Interface (CLI) (requires Unity 6+): registers native juicebox tools for the in-editor Assistant and for MCP clients like Claude Desktop, Claude Code, and Cursor. Enable once in Project Settings > AI.Coding agents in your repo: one-click setup writes AGENTS.md / CLAUDE.md and a self-contained skill package for automatic discovery.File bridge (fallback): a watched folder driven by plain files. Any agent, any Unity version, no AI packages required.Included:LLM-readable contracts documenting effects, parameters, easings, and behaviorsAn AI-ready JSON animation format (.jbx) and patch format (.jbxpatch) for authoring and targeted editsA machine-readable manifest of the full animation vocabularySetup guide (HTML), examples, and authoring conventionsJuiceBox LLM does not talk to a model itself. It registers tools, and whichever large language model your client runs is the one that calls them, so the integration is model agnostic. Claude Desktop and Claude Code run Anthropic's Claude; Cursor IDE, VS Code and GitHub Copilot can be pointed at OpenAI GPT and ChatGPT-class models, GPT-4o or Gemini; and Unity's own AI Assistant uses whichever frontier model you route through the Unity AI Gateway, including a model subscription you already pay for. A local model served through Ollama works the same way, as long as your client supports it.Covers JuiceBox in full: Tweens, Follows, Shakes, Swings, Waits, sequences, combiners, easing, and effect parameters. AI tween authoring, AI UI animation, AI motion for cameras and GameObjects, and gameplay responsive animation. Works with animation definition assets and with animations embedded on components.Safe by design: modifications are validated and applied all or nothing; change tokens prevent overwriting human edits; every change is undoable; the file watcher only runs if you enable it. Editor-only, no LLM dependencies are added to builds.Every JuiceBox operation is published as a typed tool with a JSON schema, so the agent gets structured output and argument validation rather than guessing at an API. That is what makes natural language control dependable: the agent tools are described in machine readable form, so an autonomous edit either matches the schema or fails loudly.Prompt-driven as a first class interface: describe the animation in plain language and the integration generates a real JuiceBox sequence, then keeps editing it conversationally as you refine. Generation and editing are ordinary editor automation. The agent writes validated animation data, not runtime code. Fall back to graph editing at any point to refine any parts that don't come out right.This entire package was made in consultation with Claude and Unity's AI.

