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Package details
- Latest version
- 1.0
- Last updated
- First released
- Unity version
- 6000.2.8 or later
- Package size
- 159 KB
- Files
- 98
- Favorites
- 2
- Views in the past week
- 11
Price tracking
- Last checked
- Tracked since
- Lowest recorded
- $13.99 on
Keywords
Loot Juice 2D
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.
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Price history
Last 6 months
USDAsset preview
1 / 5
Loot Juice 2D screenshot 1
About this asset
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 asset
- ScriptableObject 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 minutes
- Add 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 them
From the publisher's Asset Store listing.
Technical details
Requirements & compatibility
- Unity 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 included
- Effects: 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 notes
- Runtime/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.
Compatibility
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 6000.2.8f1 | Compatible | Compatible | Compatible | Compatible |
As listed on the Asset Store.