Publisher | Kansus Games Studio |
---|---|
File size | 1.35MB |
Number of files | 125 |
Latest version | 1.0.0 |
Latest release date | 2022-10-24 12:24:23 |
First release date | 2022-10-24 12:24:23 |
Supported Unity versions | 2018.4.2 or higher |
👉 🎮 Demo | 📄 Documentation |🎬 Videos | 💬 Discord | 📩 Email
K-Animator is a flexible and extensible Unity asset for animating/tweening any game object, be it UI, 2D or a 3D object. Currently the asset can animate four properties of a game object: Position, Rotation, Scale and Fade.
It is possible to specify three types of animations for each of these properties:
- In animation: Played when the object enters a context.
- Out animation: Played when the object leaves a context.
- Idle animation: Plays in loop in a ping-pong fashion.
🕹️ Features🕹️
- Heavily based on scriptable objects, which means that animations and configurations are stored in their own file, what makes then modular and reusable.
- Supports any game object type: UI, 2D or 3D.
- Delegates the actual animation to your favorite third-party tween system. By default, it supports three systems: iTween, LeanTween and DOTween. K-Animator comes bundled with iTween by default.
- Extremely easy to add support for new Tween Systems. Just implement an adapter to glue the new system to the K-Animator protocol.
- K-Animator Configuration file: A scriptable object that holds global parameters for the animators of a project, which provides you the ability to switch tween systems, change the global animation speed and show/hide logs.
🕹️ Usage🕹️
To animate a game object with K-Animator, all you need do is:
- Add the animator component to the target game object;
- Create the desired animation scriptable object and configure its properties;
- Drag the scriptable object to the animator component;
- Start the animation by calling the animator component’s methods.
🕹️ Support 🕹️
If you have any comments, questions, or issues, please do not hesitate to email us at [email protected]. We will try to reply and help you as quickly as possible. You can also check the documentation, it will answer most questions.