The animation system provides universal tools for smooth animation of various Unity components. The main idea is to offer easy-to-use components that can animate any values: numbers, colors, vectors, light intensity, and material emission.
- Universal: Animate any data types (float, Color, Vector3)
- Multiple animation types: From simple sine waves to Perlin noise
- Easy to use: One component — one animation
- Configurable: Many parameters for fine-tuning
- Events: UnityEvents to react to animated value changes
- Sync: Can sync between components
- AnimationType — Enumeration of animation types
- AnimationUtils — Static utilities for computing animated values
- FloatAnimator — Animate numeric values
- ColorAnimator — Animate colors
- Vector3Animator — Animate vectors (position, scale, rotation)
- Tools/View — LightAnimator, MeshEmission and other view animators (see Russian docs for per-component pages)
- RandomFlicker — Random flicker between values
- Pulsing — Smooth sine-based pulsing
- SmoothTransition — Smooth back-and-forth transition
- PerlinNoise — Natural Perlin noise animation
- SinWave — Sine wave
- Exponential — Exponential decay
- BounceEase — Bounce with decay
- ElasticEase — Elastic effect
- CustomCurve — Custom animation curve
- Add the desired animator component to a GameObject
- Configure parameters in the Inspector
- Subscribe to events or read CurrentValue / CurrentVector / CurrentColor
- Call
Play()to start (or enable playOnStart)
- Tools/View — Light and view animators
- Extensions — Additional animation utilities
- Russian docs: Animations