TweenMachine
A minimal, action-based tween utility for Unity
What does action-based mean?
With TweenMachine all tweening is done through an update action called onUpdate
. This action has a single parameter: an eased value that represents how complete the tween is. What you do with that value is up to you; it's perfect for feeding into Unity's Lerp and Slerp functions.
TweenMachine does not have functions to move, rotate, scale, fade, set colors, manage objects, fold laundry, etc. You do everything yourself, in the onUpdate
and onComplete
functions.
This is better for you (because you don't have to trawl through documentation to find out how to do something), and it's better for me (because I don't have to write the documentation).
Features
- Single file
- Open source, MIT license, on GitHub
- Function-oriented interface
- Nice selection of easings
- Option to chain tweens
Typical use
Add the using:
using TweenMachine;
Then, somewhere:
// make the tween
var tween = transform.Tween(this);
tween.duration = 0.75f;
tween.easing = Easing.Quadratic;
tween.easingDirection = EasingType.easeInOut;
// define what the tween is doing
var startPosition = transform.localPosition;
var endPosition = new Vector3(0, 0, 100);
// create the update callback
tween.onUpdate = (t) =>
{
// t ranges from 0.0f to 1.0f over the duration of the tween
transform.localPosition = Vector3.LerpUnclamped(startPosition, endPosition, t);
};
The tween component is added and immediately starts running, and destroys itself after calling onComplete
.
Easing Options
TweenMachine offers the following types of easing, as described at https://easings.net/
- Linear
- Quadratic
- Cubic
- Quartic
- Quintic
- Sine
- Circular
- Exponential
- Elastic
- Back
- Bounce
These easings can be applied as
- In
- Out
- In-Out