Add dynamic, responsive, and authentic game feel with just a few clicks. Animate any object and make it react to player input in ways that feel natural, fluid, and rewardingMake your game feel satisfying in minutes.Add squash, shakes, flashes, camera effects, hit reactions, UI feedback, and more without writing custom animation code and trigger every effect with a single line of code.Actively developed -> 8 updates since January 2026** EXAMPLE OF USE **Position : Shake, Bounce, Bob, Float, Jitter, Nudge, Knockback, Recoil, Hop, Slide, Drift, Dash, Lunge, Snap, Offset, etc...Rotation : Wobble, Twist, Tilt, Rock, Spin, Roll, Swing, Sway, Whirl, Recoil, Jolt, etc...Scale : Squash, Stretch, Pop, Punch, Grow, Shrink, Expand, Compress, Inflate, Pulse, Breathe, etc...Color : Tint, Flash, Fade, Pulse, Highlight, Glow Tint, Fade In, Fade Out, Blink, Pulse, etc...Light : Flash, Pulse, Glow, Spark, Bloom, etc...Camera : Camera Shake, Camera Punch, Tilt, Roll, etc...UI : Pop, Bounce, Shake, Pulse, Wiggle, Slide, Expand, Collapse, etc...** DESCRIPTION **Have you noticed how much Game Feel can enhance a gameplay experience?It's crazy how a game concept, even a very simple one, can suddenly become incredibly satisfying, or even addictive, with just a few well-crafted feedback effects... The problem is that this stage of development is often tedious. You have to write a whole bunch of specialized scripts all over the place, test, iterate... that's a lot of time and effort to invest.Feel Craft solves this problem by allowing you to add dynamic and satisfying visual feedback without the hassle of complex code. Thanks to its additive layer system built entirely around scriptable objects, you no longer need to open the animation window anymore, nor even to rig your objects. A few clicks and a single line of code are now all you need.It's so quick to set up that you can even integrate it as soon as the prototyping phase!** PHILOSOPHY **The tool is based on property mutation layers and follows three simple core principles.AdditivityA property can be affected by multiple states/layers simultaneously. It can even be influenced by systems external to Feel Craft. For this reason, every effect managed by Feel Craft is applied additively.ReversibilityEvery property must be able to return to its original value whenever desired, whether during animation loops or when a state ends. This guarantees smooth and visually pleasing transitions while preventing any drifting over time.ScaleThe tool was designed with performance in mind, supporting tens of thousands animations per frame.** PERFORMANCES **Feel Craft scales across two independent dimensions :- the number of animated GameObjects- the number of animation layers applied per object.This allows it to handle both large crowds and heavily layered game feel systems with predictable performance.Benchmark conditionsDevelopment buildApple M1 MacBook Air (2020 fanless mobile CPU)Multi-object animationLinear scaling across large scene counts where each object plays it's own single Vector3 position animation :1,000 objects → 0.9 ms5,000 objects → 4.0 ms10,000 objects → 13.6 msAnimation stackingLinear scaling under heavy animation stacking with a single object with multiple simultaneous Vector3 position animations :1,000 animations → 0.5 ms10,000 animations → 4.6 ms30,000 animations → 18.0 ms** BUILT-IN FEATURES **StatesEach animation state is composed of one or more layers. Multiple states can be active simultaneously on the same object, for example: Idle + Hit + Shielded.You can define as many states as you want without any code changes.Additionally, each state can define:Hold: keeps the final valuesAn end behavior:Reset: returns to the original valuesThe ability to destroy the object when the animation endsStates are triggered with a single line of code. That line also allows you to pass:An action strength value to amplify, reduce, or even invert the effectA number of animation cyclesA list of objects affected by the state triggerA delay before activationLayersLayers are built on customizable scriptable objects. New layers are added regularly, you can also add your own layers if you wish.Every layer allows you to define:Its animation curveIts durationAn optional amount of randomnessThe following layers are currently included:TransformRotation XYZ (gimbal-lock safe)Position XYZScale XYZRendererMaterial Color RGBA (SRP-compatible)ShaderRSUV (Renderer Shader User Value) Color RGBALightIntensityRangeColorGameObjectActive / InactiveEARLY ADOPTER BENEFITSYour support truly means a lot to me.I'm building this tool in my spare time, after my day job, and I have to admit that I dream of one day being able to dedicate myself full-time to creating tools that help people like you bring their dream games to life.The price starts at $5, and each update will increase the price by $2.50.The earlier you purchase Feel Craft, the more you help move this project forward and the better your deal.Once you've purchased the tool, you can use it in as many projects as you want, and all future updates will be available to you for free. Forever.AdditivityA property can be affected by multiple states/layers simultaneously. It can even be influenced by systems external to Feel Craft. For this reason, every effect managed by Feel Craft is applied additively.ReversibilityEvery property must be able to return to its original value whenever desired, whether during animation loops or when a state ends. This guarantees smooth and visually pleasing transitions while preventing any drifting over time.OptimizationFeel Craft scales across two independent dimensions :- the number of animated GameObjects- the number of animation layers applied per object. This allows it to handle both large crowds and heavily layered game feel systems with predictable performance.Benchmark conditionsDevelopment build Apple M1 MacBook Air (2020 fanless mobile CPU)Multi-object animationLinear scaling across large scene counts where each object plays it's own single Vector3 position animation :1,000 objects → 0.9 ms5,000 objects → 4.0 ms10,000 objects → 13.6 msAnimation stackingLinear scaling under heavy animation stacking with a single object with multiple simultaneous Vector3 position animations :1,000 animations → 0.5 ms10,000 animations → 4.6 ms30,000 animations → 18.0 ms




