JuiceBox is a full visual animation system for GameObjects, UI, cameras, effects, and gameplay-responsive motion.This ships with MEC free. If you have MEC Pro just re-import it after importing this package (or uncheck the MEC folder.)In Unity, “animation” often means two different things:Character Animation: rigs, humanoids, blend trees, locomotion, and character controllers.Everything else: UI motion, camera movement, object feedback, pickups, hit reactions, environmental motion, transform changes, material changes, procedural effects, and gameplay-responsive motion.JuiceBox is built as a full visual animation system for that second category.Create tweens, follows, shakes, swings, waits, and responsive animation sequences in a drag-and-drop visual graph. Animate GameObjects without building Animator state machines, Timeline tracks, animation clips, or custom lerps for every motion case.More than a tweening library. Tweens are great for simple start-to-end motion, but games often need motion that follows moving targets, reacts to changing values, blends with other effects, pauses, reverses, waits for signals, or combines multiple outputs at runtime. JuiceBox gives you a complete visual workflow for that kind of motion.The pro version extends the free version with the tools you need when animations stop being simple and start being systems. The free version covers the fundamentals: tweens, follows, shakes, and chaining them in a visual graph. Pro is for when your animations need to react to gameplay, share state across sequences, and be combined into anything you can imagine.JuiceBox Pro adds the tools needed when you want to step up your game from "animated" to "adding life to anything." advanced control nodes, live parameter bindings, shared graph definitions, output combiners, cross-sequence values, edit-mode preview, callbacks, and sequence signals.Use JuiceBox Pro for:UI buttons, menus, popups, and transitionsGame feel and juice effectsCamera motion and camera shakeObject motion and target followingPickup effects and hit reactionsEnvironmental and procedural motionReusable prefab animation setupsVisual animation workflowsResponsive motion without custom lerp scriptsNon-character animation systems that need to react to gameplayJuiceBox Pro is built for developers who want more than scattered tweens and one-off scripts. It gives you a reusable visual animation workflow for GameObjects, UI, cameras, effects, and gameplay-driven motion for when your game needs responsive, dynamic motion that reacts to what's happening and you don't want build a bunch of clunky one-off code to get it.JuiceBox uses a node-based visual graph editor to build animation sequences for GameObjects. Sequences are made from effect nodes, control nodes, parameter bindings, runtime outputs, and reusable animation definitions.Effect typesTweens interpolate between two known values using easing.Follows chase a moving target using velocity and spring-style motion.Shakes oscillate around the current value using periodic waveforms.Swings oscillate around a rest position with damped spring dynamics, useful for pendulum-like or recoil-style motion.Waits hold the current value until a condition is met or another system signals the sequence to continue.Control nodesCurveNode replaces standard easing with a custom animation curve.SmoothingNode adjusts frequency and damping for spring-based effects.WindNode adds environmental drag and directional force.RandomNode adds random values using uniform, range, or Perlin noise, evaluated once at start or every frame.ValueNode provides typed constants directly inside the graph, including float, int, string, vector, quaternion, and rect values.Parameter bindings turn static numbers into live values. Any numeric field on an effect (i.e. speed, duration, end condition threshold, and more) can be bound to a function on your own scripts that resolves at setup or every frame. Timescale can be bound per-sequence or per-animation, giving you slow-motion, pause, and reverse without touching the effects themselves.Runtime outputs and output combiners let multiple sequences drive the same property simultaneously. A follow that tracks the player and a shake that fires on damage can both write to the same transform, and the combiner merges their contributions automatically. Cross-sequence ValueNodes share state between sequences on the same component so one sequence can read what another produced.Animation definitions store sequence data in a ScriptableObject asset. Link it to any number of components and they all share the same graph. Edit once, update everywhere. Ideal for prefabs, enemy variants, or UI elements that reuse the same motion.Live preview plays your sequences in edit mode so you can tune timing and feel without entering play mode. OnComplete callbacks and sequence signals let animations trigger gameplay logic when they finish, not just the other way around.

