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Package details
- Latest version
- 1.0
- Last updated
- First released
- Unity version
- 6000.4.7 or later
- Package size
- 111 KB
- Files
- 64
- Favorites
- 1
- Views in the past week
- 17
Price tracking
- Last checked
- Tracked since
- Lowest recorded
- $9.99 on
Keywords
UI Juice
Make any Unity UI feel good to use. Drop one component on your existing buttons, panels and toggles to add motion, sound and haptics. No code, no required packages.
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Price history
Last 6 months
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UI Juice screenshot 1
About this asset
Your buttons work. They just feel flat. UI Juice is the layer you add when you want them to
feel good to press.
You don't rebuild your UI and you don't pull in DOTween or any other dependency. Add the
UI
Juicer component to a button (or a toggle, a panel, anything you already have), pick what
happens on hover, press and click, and you're done. A new juicer even ships with a click
"punch" already set up, so there's something to feel the moment you press Play.
It's built for people who want polish without a project. Designers can do everything from the
inspector. Programmers get a small, clean API when they want it.
WHAT YOU GET
- One drop-on component that reacts to hover, press, release, click, select, enable and more.
- 13 stackable reactions: Scale Punch, Scale To, Squash & Stretch, Shake, Rotation Punch,
Slide, Pulse, Pop In, Color Flash, Fade, Image Fill, Sound and Haptic.
- A UI Panel component for show/hide transitions (fade, scale, four slide directions).
- A UI Number Roller for animated score and currency counters (TextMeshPro or uGUI Text).
- Reusable presets, plus five curated starter feels you can generate from the Tools menu.
- Live edit-mode preview that plays reactions in the Scene view without entering Play, and
puts everything back when it's done so it never dirties your scene.
- Accessibility-aware: a Reduce Motion switch keeps color, fade and sound while skipping the
movement, and a global intensity slider scales the whole game's feel at once.
WHY UI JUICE
- It works on the UI you already built. Nothing to replace, nothing to re-author.
- Zero required dependencies. The motion runs on its own lightweight engine. If you already
use DOTween, there's an optional driver that hands the work over to it instead.
- Made for mobile. One shared update loop, pooled tweens, no per-frame allocations, plus
device haptics out of the box.
- It keeps animating while the game is paused, because UI shouldn't freeze with the action.
NICE TOUCHES
- Reactions stack and can be offset, so you can fake a quick sequence with no timeline.
- Menus and counters use unscaled time by default.
- EditMode unit tests cover the easing and the tween engine.
- A demo scene you can build with one menu click and pick apart.
Full manual, a per-reaction guide and a troubleshooting page are included in the package.
From the publisher's Asset Store listing.
Technical details
- Built and tested on Unity 6 (works on Unity 2022.3 LTS and newer).
- Works with uGUI and TextMeshPro.
- Compatible with Built-in, URP and HDRP (it animates UI, so the pipeline doesn't matter).
- Mobile-friendly: pooled, allocation-free runtime; device vibration on iOS and Android.
- No third-party dependencies required. Optional DOTween integration is opt-in via a define.
- Clean assembly definitions with editor/runtime separation, full XML documentation, and
tooltips on every field.
- Compatible with Fast Enter Play Mode (domain reload disabled): all static state resets per
Play session.
- Source code included (C#).
Compatibility
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 6000.4.7f1 | Compatible | Compatible | Compatible | Compatible |
As listed on the Asset Store.