
A new fluent way to solve the decade old problem of queuing animations pretty easily. A simple example:
Animating a simple GameObject
Fluent.Animation.New()
.With(gameObject)
.MoveTo(new Vector3(0, 100, 0), 3f)
.RotateTo(Quaternion.Euler(0, 90, 30), 3f);
So what happened here? Well, the New() method created a new animation. The With method made sure that all next animations are applied to the given gameObject. The MoveTo and RotateTo functions animated the position and rotation of the gameObject, one after the other in 3 seconds.
The animations were queued. The rotation occurred after the movement, and that’s the beauty of procedural/fluent scripting.
Some of the features
Move, rotate, scale almost anythingExecute animations in parallelComes with 31 easing effectsSupport for custom easing effectsAnimate objects on a set of way pointsAnimate custom componentsAnimate custom fields/propertiesExtend class to add more featuresCustomize animation update typeLoop, control, or jump to specific animationBezier, Spline and Linear waypoint pathsComes with 5 free easy to learn demos

Animating custom components or properties
Fluent gives the ability to animate almost anything we like. Let’s try animating a customProperty of a CustomComponent.
Fluent.Animation.New()
.AnimateProperty(gameObject.GetComponent(), ‘customProperty’, 20f, 30f, 2f)
This will animate the customProperty from 20f to 30f in 2 seconds. This code also works on built-in components and properties. AnimatePropertyBy can be used if you don’t want to specify the starting value.
Animating an object on a path
Fluent comes with native support for animating objects on any path. Best part? The path could be either bezier, spline, or linear. Let me show you:
Online documentation and examples
So why was this created?
I was designing Extreme Air Combat game last year, and it was pretty difficult/verbose for me to create cut-scenes in which there are several moving objects one after another. And even more of a headache in which there are a few parallel animations involved. So I designed this thing to help me develop my game with less headches.
Thanks.
Let me know if you have any questions. I’ll be happy to answer.


