Skip to content

Navigation Menu

Sign in
Appearance settings

Search code, repositories, users, issues, pull requests...

Provide feedback

We read every piece of feedback, and take your input very seriously.

Saved searches

Use saved searches to filter your results more quickly

Appearance settings

Flexible motion engine for non time-based animation in Unity.

Notifications You must be signed in to change notification settings

beinteractive/UrMotion

Open more actions menu

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

96 Commits
96 Commits
 
 
 
 
 
 
 
 
 
 

Repository files navigation

A flexible motion engine for non time-based animation in Unity

UrMotion (Your motion) is a brand new simple & flexible motion engine for Unity. It enables you to create non time-based complex animations on your script easy and fast.

To start using UrMotion, copy Assets/UrMotion directoy to your project and write using UrMotion; in your code.

using UnityEngine;
using System.Collections;
using UrMotion;

Examples

Simply uniform move

g.MotionX().Velocity(3f);

velocity_x

Simply uniform move (Moving Y)

g.MotionY().Velocity(3f);

velocity_y

Simply uniform move (Moving X & Y)

g.MotionP().Velocity(new Vector2(3f, 2f));

velocity_xy

Accel move

g.MotionX().Accel(0.3f);

accel_x

Accel move with initial speed

g.MotionX().Velocity(1f).Accel(0.3f);

accel_x_with_init

g.MotionX().Velocity(-6f).Accel(0.3f);

accel_with_init_2

Accel by ratio

g.MotionX().AccelByRatio(10f, 0.9f);

accel_by_ratio

Sin move

g.MotionX().Sin(83f, 0.5f);

sin

Circular move

g.MotionP().Circular(83f, 0.5f);

circular

Lissajous move

g.MotionP().Lissajous(83f, 51f, 0.6f, 1.2f, 0f);

lissajous

Aiming with uniform move

An aiming method produce a velocity that makes a GameObject go toward the specified position.

g.MotionP().AimAt(p, 10f);

aim

Aiming with common ratio

g.MotionP().AimRatioAt(p, 0.15f);

aim_ratio

Aiming with spring move

g.MotionP().AimSpringAt(p, 0.15f, 0.8f);

aim_spring

Aiming with exponential interpolation

g.MotionP().AimExpoAt(p, 0.15f);

aim_expo

Aiming with critically damped spring smoothing

g.MotionP().AimCriticalDampingAt(p, 0.15f);

aim_critical

Perlin noise

g.MotionP().Perlin(new Vector2(0.4f, 0.8f)).AmplifyComponents(new Vector2(3f, 2f));

perlin

Fractional brownian motion

g.MotionP().Fbm(new Vector2(0.4f, 0.8f), 3).AmplifyComponents(new Vector2(3f, 2f));

fbm

Timed parameter

Change velocity by time with sin curve.

g.MotionX().Velocity(Source.Float.Sin(2f, 1f).Offset(2f));

velocity_sin

Change radius by time with sin curve.

g.MotionX().Sin(Source.Float.Sin(51f, 0.5f).Offset(51f), 1f);

radius_sin

Custom parameter

You can use any of the following types as a motion parameter.

  • V
  • IEnumerator<V>
  • IEnumerable<V>
  • Func<V>

V is: float, Vector2, Vector3 or Vector4

g.MotionX().Velocity(() => Random.Range(-10f, 10f));

own_function

Lifetime control

Finish velocity effect after 15fr.

g.MotionX().Accel(0.3f).Lifetime(15f);

lifetime

Start velocity effect after 15fr.

g.MotionX().Accel(0.3f).StartDelay(15f);

delay

Finish velocity effect if it magnitude is less than 0.01f. Then, destroy a GameObject.

g.MotionX().AccelByRatio(10f, 0.9f).LiveThreshold(0.01f).Next(() => Destroy(g));

complete_velocity

Complex motion examples

Parabola

g.MotionX().Velocity(6f);
g.MotionY().Velocity(18f).Accel(-0.98f);

parabola

Spiral

g.MotionP().Circular(Source.Float.Sin(51f, 0.5f).Offset(51f), 2f);

spiral

Lissajous + Lissajous

g.MotionP().Lissajous(83f, 51f, 0.6f, 1.2f, 0f).Lissajous(24f, 32f, 2.4f, 0.8f, 0f);

lissajous lissajous

Lissajous with directon

var vel = default(IEnumerator<Vector2>);
g.MotionP().Lissajous(83f, 51f, 0.6f, 1.2f, 0f).Capture(out vel);
g.MotionR().AimRatioAt(vel.ToAngle().Offset(-90f), 1f);

lissajous direction

Floating scaling

g.MotionS().AccelByRatio(Vector2.one * 0.4f, 0.85f).Sin(Vector2.one * 0.5f, 0.5f);

floating_scaling

Aiming + Ciruclular move

var vel = default(IEnumerator<Vector2>);
var m = g.MotionP();
m.AimSpringAt(p, 0.1f, 0.45f).Capture(out vel);
m.Circular(vel.Magnitude().Amplify(2f), 2f);

aim circular

Scaling by velocity

var vel = default(IEnumerator<Vector2>);
g.MotionP().AimExpoAt(p, 0.15f).Capture(out vel);
g.MotionS().AimSpringAt(vel.Magnitude().Amplify(0.075f).Offset(1f).ToVector2(), 0.12f, 0.7f);

scaling_by_velocity

Circular + Noise

g.MotionP().Circular(83f, 0.25f).Fbm(new Vector2(2f, 3f), 3).Amplify(6f);

circular noise

Follow move

Func<Vector2> p = () => GetMousePosition();
g.MotionP().AimCriticalDampingAt(p, 0.8f);

follow

Follow + Circular move

Func<Vector2> p = () => GetMousePosition();
g.MotionP().AimCriticalDampingAt(p, 0.8f).Circular(83f, 1.5f);

follow circular

Follow + Follow + Follow

System.Func<Vector2> gp = () => new Vector2(g.transform.localPosition.x, g.transform.localPosition.y);
g.MotionP().AimCriticalDampingAt(p, 0.8f);
f1.MotionP().AimCriticalDampingAt(gp, 0.3f).StartDelay(6f).AccelByRatio(new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f)) * 20f, 0.9f);
f2.MotionP().AimCriticalDampingAt(gp, 0.2f).StartDelay(9f).AccelByRatio(new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f)) * 15f, 0.9f);

follow follow

Aiming + Noise

var vel = default(IEnumerator<Vector2>);
var m = g.MotionP();
m.AimSpringAt(p, 0.1f, 0.45f).Capture(out vel);
m.Perlin(new Vector2(7f, 11f)).Amplify(vel.Magnitude().Amplify(1.2f));

aim noise

Spiral #2

for (var i = 0; i < 12; ++i) {
	g = GameObject.Instantiate(prefab);
	g.transform.SetParent(prefab.transform.parent);
	g.transform.localPosition = Vector3.zero;
	g.transform.localScale = Vector3.one;

	var angle = 30f * i;
	var radius = Velocity.AccelByRatio(218f, Source.Constant(0.92f)).Offset(83f);
	var speed = Velocity.AccelByRatio(0.75f, Source.Constant(0.94f)).Offset(0.01f);
	g.MotionP().Circular(radius, speed).Angle(angle).Fbm(new Vector2(0f, 1f), 3).AmplifyComponents(new Vector2(0f, 0.3f));
}

spiral_2

License

Copyright 2016 Oink Games, Inc. and other contributors.

Code licensed under the MIT License: http://opensource.org/licenses/MIT

About

Flexible motion engine for non time-based animation in Unity.

Topics

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages

Morty Proxy This is a proxified and sanitized view of the page, visit original site.