Simplest way to improve your Game Feel and Juice Out your games.Juice your games with reusables and customizables building blocks. No complex setup. No specific requirements. Just straight forward.Included in full version :Effects related to Transform position, rotation and scale. World and local space.Effects related to RectTransform position, rotation and scale. World, local and Anchored.Effects related to Light color, intensity and rangeEffects related to Sprite, Image and TextMeshPro colorsEffects related to MeshRendered shader user valuesOf corse, you can combine and stack effects for even more juice !Exemple of usages :Fade In-Out : enemy ghost fades into existenceSquash & Stretch : character squashes on landingCamera Shake : shakes when a critical attack landsDamage Numbers : numbers pop, move upward and disappearMagic Spell Charge : light pulses around a character before castingMuzzle Flash : light rapidly appears when a gun firesCar Wobble : car body wobbles when landing after a jumpEnvironment Tilting : platform tilts when the player steps on itEnemy Knockback : enemy gets pushed backward when hit by a shotgunPickup Pop : item icon pops when added to inventoryAim Feedback : crosshair expands when shootingEtc...How it works :Add the Feel component to your GameObjectCompose an animation group from multiple animation layersReuse your group over all your applicationTrigger the juice with one single line of code, from anywhere, on one, many or even all your GameObjectsHow’s the performance?In practice, Feel Craft is unlikely to be your performance bottleneck. Pushed the benchmarks below intentionally far beyond what most games animate simultaneously. Result : stable, predictible linear scaling even under extreme workloads.Benchmarks were recorded on a fanless Apple M1 MacBook Air (2020) using a Development Build, not on a high-end desktop.Many objects each running 1 single animation1,000 objects -> 0.9 ms5,000 objects -> 4.0 ms10,000 objects -> 13.6 msOne object running multiples animations1,000 animations -> 0.5ms10,000 animations-> 4.6 ms30,000 animations-> 18.0msTutorials :How to think about juice and how to juice a combat scene (~25 min)Make and Juice a Resource Bar (~22 min)Juice a Breakout Game (~10 min)Reusable StatesCreate reusable animation states such as Hit, Jump, Death, Shield, or UI Pop, then trigger them anywhere with a single line of code. Each state can combine multiple animation layers and supports:Multiple simultaneous states (e.g. Idle + Hit + Shielded)Reset or Hold end behaviorsAutomatic object destruction on completionPower scalingAnimation loopsDelayed executionMulti-object triggeringModular LayersEvery state is built from reusable ScriptableObject Layers. Each layer exposes:Animation CurveDurationRandomnessFully customizable parametersCreate your own layers or use the built-in collection.




