JuiceBox - PRO World/UI Animation Graph
Rated 5.0/5 from 7 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: $50. The latest store price is $50, matching the lowest recorded price shown here.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $50 | Latest store price | |
| $50 | Unity Permanent Decrease 2026-10-10 2026-10-17 | |
| $60 | Unity Permanent Decrease 2026-09-03 2026-09-10 | |
| $80 | Unity First Price 2026-06-20 2026-06-27 |
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 - PRO World/UI Animation Graph
- Tools, Systems & Learning > Development Tools & Automation
This is logic-based animation rather than keyframe animation, and the difference shows in what you no longer need. There is no need for weighted blends or crossfades, because those only exist to reconcile baked keyframe clips. When motion is generated from logic, the way JuiceBox does it, you change an effect's speed instead. Animation stays parametric and reactive, driven by your game's values at runtime, not by replaying a recording.
Unity has no built-in answer for any of it. UI motion, camera moves, object feedback, pickups, hit reactions, environmental motion, transform and material changes, and procedural effects all end up as bespoke code.
This is not a character animation tool. Unity ships Animator, Timeline and clips for rigs and humanoids. If you need blend trees, locomotion or humanoid retargeting, you want a different package.
JuiceBox drives UI the same way it drives anything else. Wire a sequence onto a RectTransform, a CanvasGroup or an Image and you get panel animation, menu transitions and popup animation without writing a coroutine. UI bounce and UI spring come from the same tween and swing effects that move a character, so a button press can overshoot and settle. A tooltip animation can fade in and drift. A notification animation slides in from the edge, holds, and slides back out when the sequence finishes.
The rest of the UI juice is here too. Health bar animation that lags the real value and catches up. Damage numbers that pop and float. Screen shake on a hit. All of it lives on the graph, so a designer retunes the UI feedback without touching code (unless they want to), and one sequence works on a HUD element, a menu, or a world-space object.
Create tweens, follows, shakes, swings and waits, loop them, insert delays, and chain it all into responsive animation sequences. Animate GameObjects without building Animator state machines, Timeline tracks, animation clips, or custom lerps for every motion case.
More than a tweening library. Tweens are great for simple start-to-end motion, but games often need motion that follows moving targets, reacts to changing values, blends with other effects, pauses, reverses, waits for signals, combines multiple outputs at runtime, or needs custom easing curves rather than the standard easings. JuiceBox gives you a complete visual workflow for that kind of motion.
Read another way, a JuiceBox sequence works like an animation state machine. Each effect (a tween, a follow, a swing, a shake, a wait) is a state in that state machine, and the sequence transitions to the next when it completes. Conditions decide which transition fires, so graphs can branch or run concurrently. A combiner node blends two effects into a single output, so animation blending is wired into the graph rather than written in code. A finished sequence can start another, so sequences nest. Nested sequences give you a state graph assembled from smaller graphs rather than one large one. It is a finite state machine for motion.
The pro version extends the free version with the tools you need when animations stop being simple and start being systems. The free version covers the fundamentals: tweens, follows, shakes, and chaining them in a visual graph. Pro is for when your animations need to react to gameplay, share state across sequences, and be combined into anything you can imagine.
JuiceBox Pro adds the tools needed when you want to step up your game from "animated" to "adding life to anything." Advanced control nodes, live parameter bindings, shared graph definitions, output combiners, cross-sequence values, edit-mode preview, callbacks, and sequence signals. Sequences can be played, stopped, or made to await a running instance, and every run returns a handle your own scripts can hold.
JuiceBox Pro is built for developers who want more than scattered tweens and one-off scripts. It gives you a reusable visual animation workflow for GameObjects, UI, cameras, effects, and gameplay-driven motion for when your game needs responsive, dynamic motion that reacts to what's happening and you don't want to build a bunch of clunky one-off code to get it.