Make pickups, coins, XP, chests, and item reveals feel great — in minutes. Loot Juice 2D is a lightweight, pooled, ScriptableObject-driven juice layer for 2D rewards.Loot Juice 2D makes the moment a reward is given feel satisfying.Every 2D game hands out coins, gems, XP, and loot — and most of them feel flat. Loot Juice 2D is the polish layer that sits on top of whatever systems you already have and makes that moment pop: the burst, the arc, the travel-to-target, the rarity reveal, the chest opening. Drop it in, point it at a preset, and call one line of code.It is not an inventory, a loot table, an item database, or a gacha system. It owns the feel; you keep your own game logic. It connects through events, hooks, and explicit targets — never by taking over your project.Four production-ready effects⭐ Pickup Pop — snappy scale-punch, lift, and fade for coins and small pickups.🧲 Reward Travel / Coin Magnet — multiple visuals stream from a spawn point to an explicit target along arc or Bézier paths, with stagger and arrival punch.📦 Chest Reveal — a modular open → glow → loot → item sequence driven by your own hooks (no hardcoded chest rig).💎 Item Rarity Reveal — Common/Rare/Epic/Legendary tints, glow pulse, scale reveal, and optional shine/label/particle hooks. Rarity is visual only.Built like a professional assetScriptableObject presets — tune every effect in the Inspector with live validation. No code changes to iterate on feel.Pooled playback — zero steady-state allocations after warmup; mobile-friendly.Runtime + Editor assembly definitions — clean separation; the runtime never pulls in editor code.No singletons, no scene searches, no magic strings, no hidden dependencies.UI or world space handled through an explicit coordinate resolver — no fragile Canvas/camera auto-discovery.No third-party dependencies. Works in Built-in and URP.6 dissectible demo scenes plus one-click demo generation — and you can delete the entire Demo folder safely.Full C# source, XML-documented public API, and an included documentation set (Quick Start, Core Concepts, Pooling, UI vs World Space, per-effect guides, Troubleshooting, API Reference).Get started in under five minutesAdd a LootJuicePlayer to a GameObject.Assign a preset (or use the included demo presets).Call player.Play(preset, position);That's it. For rewards that fly to a target:var options = new LootJuicePlaybackOptions(rewardTarget);player.Play(rewardTravelPreset, spawnPosition, activeParent, options);What it deliberately does NOT do:Inventory · loot tables / drop rates · item stats · gacha / monetization · economy backend · audio system · camera-shake system · Canvas/camera auto-lookup · Timeline · visual scripting · netcode. These stay in your project; Loot Juice gives you preset-driven visual timing, pooled playback, and clean hook points to connect themRequirements & compatibilityUnity 2022 LTS or newer, Unity 6 compatible.2D-first runtime. Works with the Built-in Render Pipeline and URP (no URP-specific APIs required).No third-party dependencies.Mobile-friendly: object pooling with no per-playback allocations after warmup.What's includedEffects: Pickup Pop, Reward Travel / Coin Magnet, Chest Reveal, Item Rarity Reveal.Components: LootJuicePlayer, base LootJuiceEffect + four concrete effects, optional hook components.Data assets: LootJuicePreset base + PickupPopPreset, RewardTravelPreset, ChestRevealPreset, ItemRevealPreset, and RarityProfile.Pooling system (LootJuicePool / per-player registry), runtime validation, and consistent prefixed logging.Extension points: subclass the effect/preset pair, opt-in hooks, ILootJuiceCoordinateResolver, and IRewardTravelTarget.Editor tooling: per-preset inspectors with inline validation, one-click demo asset/scene generators.6 demo scenes + procedurally generated placeholder sprites (bring your own art).Assembly definitions: LootJuice2D.Runtime, LootJuice2D.Editor, LootJuice2D.Demo, LootJuice2D.Demo.Editor (demo tooling is isolated so the Demo folder is fully removable).Full source code and an XML-documented public API.Architecture notesRuntime/editor code strictly separated via asmdefs; editor tooling never enters player builds.Presets are read-only at runtime; per-instance state lives on pooled effect components.Playback returns a version-stamped handle so cancelling a recycled effect is always safe.AI-assisted development. Portions of this asset's C# source code and documentation were written and reviewed with the assistance of AI coding tools. All output was directed, audited, and tested by a human publisher, who reviewed it for correctness, licensing, and quality before release.


