PrimeTween PRO · Code-Free Animations

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Hey everyone! It’s been three years since I launched PrimeTween, and it has become one of the most popular tween libraries on the Asset Store. I see people constantly recommend PrimeTween on Reddit and YouTube, and I’m grateful to everyone for your trust and support!

Today, I’m releasing a paid Pro version that builds on the strong foundation of the free version, offering a no-code way to create animations directly in the Inspector. Supporting every PrimeTween feature in the Inspector was the main criteria for releasing the Pro version, and it took me a long time to arrive at this point.

What’s next for PrimeTween Pro?

The next milestone for the Pro version would be TextMeshPro per-character text animation. Zero GC and Inspector integration is a must.

Do you have other ideas for the next Pro feature? I’m all ears.

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Since this is a no-code version, what about a node-based editor, e.g. with Graph Toolkit?

I didn’t want to lock on the existing node-based editor, so everything in the Pro version works in the regular Inspector window. With simple serializable fields that you can modify via C# if needed.

All existing node-based editors I’ve seen support calling methods on MonoBehaviours, so it should be straightforward to call into PrimeTween animations by simply invoking TweenAnimationComponent methods from the graph editor.

Bought just now :slight_smile:

You have been supporting the free version for quite a while. I still remember (must have been years ago) when you said this was your sale strategy right from the start. I commend your patience and tenacity. Could you comment on how the pro conversion did for you once the sale is over (maybe in the publisher forum) ? It would be an interesting study to read.

If you plan on supporting node based approaches. Integrating VisualScripting is usually “only” some attributes you have to add to your scripts for convenience and maybe some data wrapper for custom datatypes and a simple entry node. While those who use it are very grateful I have to say that interest (in terms of commercial viability) has been so low I stopped adding it to my assets and only do it on demand now (if ever).

Anyways, congrats on the release. Feedback on reddit seems to be good too :partying_face:

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Hey, been a user for long on PrimeTween.
Already purchased this version, looks amazing.

With that said, Im finding an issue with PrimeTween Animation Component.
Imagine I have a button.
Scale 0, i want it to animate into 1, then stay in a loop where it grows to 1.2, goes back to 1.
How could I do this? I cannot create sequences inside the animation.
I cannot set delays because then the yoyo cyclying will play the delays that i don’t want. I cannot trigger one animator from another one on complete or something.

Can you provide more support on chaining different animations and cycles and stuff like that?

Thanks!

I’ve just bought it. Thank you for your work on PrimeTween.

Btw, you might want to fix this, the link is bugged.

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Thanks for the purchase and your support!
As of right now, the Pro version has been sold 400 times at 50% release discount. It’s far from covering development costs right now. But I aim at the long-term, so ask me again in a year :slight_smile:

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Thanks for the purchase!

Yeah, so having infinite animations inside sequences is not supported in PrimeTween. That’s because it would break many existing APIs. For example, if a Sequence already has an infinite animation inside, then chaining another animation would not be possible. And it would break APIs like progress or duration.

There are a few options for solving your problem.

  1. You can chain a callback to the 0-1 animation that will play the infinite 1-1.2 animation. The limitation here is that it’s one-way only, and I’d have to stop both animations manually after that.

  2. Another solution is a bit more complex, but it would achieve a completely reversible animation. It requires you to place all button children under an intermediary holder transform. Then create two animations: the first animates the button parent 0-1; and the second animates all children 1-1.2. Then you can set OnEnable->SetState(true) on both and control both animations by enabling/disabling the GameObject.