Game Feel & Juice System
Better game feel shouldn’t take weeks. Stop manual work—automate the “Wow Factor” with a production-ready toolkit designed for professional Unity developers.
Purchase on Asset Store View Demo
The “Pain” vs. The “Solution”
| Manual Work (The Pain) | Juice System (The Solution) |
|---|---|
| Boring Combat: Attacks feel like paper. No impact, no weight. | High-Impact Feedback: Instant HitStop, SlowMo, and Screen Shake with one line of code. |
| Floating Characters: Movement feels disconnected from the world. | Trauma-Based Motion: Realistic camera leaning, punch-back, and movement juice. |
| Static Visuals: Renderers don’t react to damage or interaction. | Dynamic Rendering: MaterialPropertyBlock-based flashes and high-performance ghosting trails. |
| Complex Setup: Spending hours wiring up event listeners for simple juice. | Static API: Juice.Shake() or Juice.Time.SlowMo()—call from anywhere instantly. |
Core Features
🌪️ Trauma-Based Shake
Realistic, non-linear camera and object shaking using a trauma model. Perfect for explosions, land-mines, and heavy hits.
⏱️ Time-Warp Management
Precise HitStop (frame freezing) and SlowMo control that doesn’t break your physics or logic.
👻 Ghosting Trails
High-performance “Phantom” trails for fast-moving characters. Zero-allocation rendering using advanced pooling.
⚡ Renderer Flashing
The most efficient way to flash renderers. Uses MaterialPropertyBlock to avoid material leakage and GC pressure.
Quick Links
[!TIP] Pro Tip: Use the Juice Manager to globally toggle effects during performance testing.