JuiceBox - PlayMaker 2 Integration
Digital Dust Inc
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$20.00
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Add Juice to your PlayMaker2 game without writing a line of code. Drive JuiceBox animations straight from your FSM states. Make the game of your dreams.Not compatable with PlayMaker 1🎁🎁🎁🎁🎁🚀 LIMITED TIME DEAL 🚀🎁🎁🎁🎁🎁While this package is in its new release discount at 50% off you will also be able to buy JuiceBox PRO for $20 off as well through it. The way you do that is to buy this package first and then you'll find that JuiceBox Pro will be discounted for you. (It will not work if you purchase both packages at the same time for... reasons.) The PRO $20 off offer will expire when this 50% offer expires.🎁🎁🎁🎁🎁🚀 LIMITED TIME DEAL 🚀🎁🎁🎁🎁🎁JuiceBox is a node-based animation tool for Unity. You build a sequence in its graph editor from tweens, follows, swings, shakes, waits and loops, point it at any GameObject, and it plays. This package is the bridge: everything you author in that graph becomes something a PlayMaker 2 FSM can start, stop and steer. Whether you want to create playmaker tweens or author full animation trees, JuiceBox can do it.This extension puts JuiceBox animation sequences into the PlayMaker 2 action browser, so any state can fire a hit flash, a bounce, a screen shake or a UI transition, then carry on the moment it finishes. PlayMaker is the visual state machine editor for Unity: you build an FSM from states, events and transitions on a graph, use parallel regions when two things need to run at once, and get sophisticated behavior without writing or recompiling C#. No code, no glue scripts, no coroutines. Your animation work stays visual, the same way your scripting does.JuiceBox comes with a full set of helpful documentation that will walk you through how to make advanced effects the right way. JuiceBox works perfectly and allows you to iterate quickly, whether you need a simple animation or more sophisticated behavior.Rapid retriggering is handled for you. Play Sequence Unique lets you pick what happens when the animation is already running, ignore the new call, restart it, or queue behind it, so a spam-clicked button or a fast-repeating hit reaction behaves the way you meant it to.Every run can be captured in a Sequence Handle variable, a new PlayMaker variable type that passes between states like any other. Hold on to one animation and stop, pause or retime that run alone while everything else keeps playing.Animations can follow your FSM too. Push any PlayMaker variable into a named sequence parameter each frame, and a health bar, charge meter or aim offset tracks your game state with no glue scripts.Requires JuiceBox Pro and PlayMaker2, both sold separately.Ten actions cover the whole loop: play a sequence, wait for it to end before the next action runs, stop, pause, resume, check whether it's running, and change its speed while it plays. Set a negative speed to run an animation backwards, or zero to freeze it in place.The ten actions: Play Sequence . Play Sequence Unique . Wait For Sequence . Stop Sequence . Pause Sequence . Resume Sequence . Is Sequence Running . Get Progress . Set Timescale . Set ParameterTwo variables: Sequence Handle . JuiceBox Animation. Both work as FSM template inputs and outputs.WorkflowDesigned for the way visual scripting projects are actually built: the animation is authored in a graph, the gameplay logic lives in state machines, and neither one sends you back to a code editor. Because both halves are visual, you can iterate on timing and feel by playing the scene, not by recompiling. Procedural motion, screen shake and UI polish become things a designer changes directly, which is the workflow indie teams and solo developers are usually reaching for when they buy a visual scripting tool in the first place. Actions run inside hierarchical state machines, sub states, parallel regions, and live visual debugging. Variable watching show a sequence advancing in the state that started it. Everything is designed to scale whether you are making simple animation or complex logic.DebuggingVisual debugging live info is shown on the action in the FSM Editor while playing, so you can watch a sequence advance inside the state that started it. Is Sequence Running and Get Progress expose the same state to your own FSM logic, so a stuck or double-fired animation is visible as an ordinary variable rather than something you have to guess at.CompatibilityShips in its own folder with its own assembly definition, and modifies no JuiceBox or PlayMaker file, so both can update independently. Drops into existing PlayMaker projects without touching FSMs you have already built. Unity 2022.3.62 or newer is supported. JuiceBox Pro and PlayMaker 2 are both required and are sold separately by their publishers.Events and interactionsActions finish through ordinary PlayMaker events, so a sequence slots into a transition the same way any other action does. Animation behavior stays inside the state machine that owns it, and the input, combat, or UI systems you already have drive it without a new layer in between.




