JuiceBox is a 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.)JuiceBox and all demo scenes will work with all modern versions of Unity (up to unity 6.8) and render pipelines without needing to import extra packages.JuiceBox Free is a visual animation system that lets you animate GameObjects with a drag-and-drop graph editor.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, and chained animation sequences without Animator controllers, animation clips, Timeline tracks, or boilerplate code. Add one component to a GameObject, open the JuiceBox graph, connect effects, and tune the motion visually.Use JuiceBox Free for:UI buttons, menus, popups, and transitionsCamera shake and impact feedbackObject movement and target followingPickup effects and hit reactionsSimple game feel and juice effectsQuick animation prototypes without custom lerp scriptsVisual animation workflows for common non-character motionMore than a tweening library. Tweens are great when you know the start point, end point, and duration ahead of time, but game motion often needs to react to changing values, moving targets, interruptions, or gameplay events. JuiceBox gives you visual tools for both simple and responsive motion.Tweens interpolate from one value to another over a fixed duration using easing. They are ideal for UI transitions, scripted movement, camera cuts, and simple object animation.Follows chase a changing target using velocity and spring-style motion. They are useful for cameras, moving UI values, homing objects, health bars, and anything that needs to smoothly track a value that may change at runtime.Shakes create oscillating motion for camera shake, damage feedback, environmental movement, impact effects, rumble, and other game feel animations.Sequences let you chain multiple effects together in one visual graph. Build a panel animation, follow a target, trigger a shake, wait for a condition, then continue the sequence without building an Animator state machine.Need more advanced control? JuiceBox Pro adds swings, waits, advanced control nodes, live parameter bindings, shared graph definitions, output combiners, cross-sequence values, edit-mode preview, callbacks, and sequence signals.Visual editor, scriptable where you need it. The graph editor is your primary workspace. You add effects to a filmstrip, drag to reorder, connect hook nodes and value nodes, and tune every parameter inline, but the graph doesn't box you in. Any node slot can be wired to a method on your own scripts through the delegate picker, which scans your project and lists every compatible function automatically. Use the graph for sequencing and timing, and drop into code only where your game logic demands it. i.e. adding money to a purse after an animation finishes, a hook that plays a sound on completion, or a ModifyEffectState callback that pauses an effect until a gameplay condition is met. You never have to choose between visual editing and scripted control; they compose freely within the same sequence.Lifecycle hooks and runtime control. Every effect has OnStart and OnDone callbacks you can wire to any method. The ModifyEffectState hook gives frame-by-frame control: pause, keep alive past its end condition, terminate, abort without triggering OnDone, or restart. Value nodes let you pass typed data (float, int, string, Vector2, Vector3, Quaternion, Rect) into hook callbacks so your logic receives context, not just a notification.Shared animation library between game objects. Edit once, propagate everywhere. Automatic backup snapshots protect against accidental changes, and a restore window lets you roll back to any previous version. Once built sequences can be exported and reused on different objects.Designed for speed. The runtime uses unboxed math, type-switch dispatch, and zero allocations per frame. No virtual calls in the hot path, no garbage. The graph editor is built for fast iteration: Open it, move nodes, hit Play, and see results immediately.


