JuiceBox - PlayMaker 2 Integration
Rated 5.0/5 from 3 ratings on Unity.
Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $10. The latest store price is $20.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $20 | Latest store price | |
| $10 | Unity New Release Discount 2026-09-20 2026-10-04 | |
| $20 | Unity First Price 2026-09-20 2026-09-20 | |
| $10 | Unity New Release Discount 2026-09-20 2026-10-04 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About JuiceBox - PlayMaker 2 Integration
- Tools, Systems & Learning > Development Tools & Automation
This extension puts JuiceBox animation sequences into the PlayMaker 2 action browser, so any state can fire a hit flash, a bounce, a screen shake or a UI transition, then carry on the moment it finishes. PlayMaker is the visual state machine editor for Unity: you build an FSM from states, events and transitions on a graph, use parallel regions when two things need to run at once, and get sophisticated behavior without writing or recompiling C#. No code, no glue scripts, no coroutines. Your animation work stays visual, the same way your scripting does.
JuiceBox comes with a full set of helpful documentation that will walk you through how to make advanced effects the right way. JuiceBox works perfectly and allows you to iterate quickly, whether you need a simple animation or more sophisticated behavior.
Rapid retriggering is handled for you. Play Sequence Unique lets you pick what happens when the animation is already running, ignore the new call, restart it, or queue behind it, so a spam-clicked button or a fast-repeating hit reaction behaves the way you meant it to.
Every run can be captured in a Sequence Handle variable, a new PlayMaker variable type that passes between states like any other. Hold on to one animation and stop, pause or retime that run alone while everything else keeps playing.
Animations can follow your FSM too. Push any PlayMaker variable into a named sequence parameter each frame, and a health bar, charge meter or aim offset tracks your game state with no glue scripts.
Requires JuiceBox Pro and PlayMaker 2, both sold separately.