FluidCards v1 was released on 1/10/17 See attached file for the quick start guide and a peek at the API. Please reply if you have any questions. Thanks!
FluidCards is a card motion/animation and management system meant to greatly simplify development of games with card/tile mechanics. FluidCards manages how cards/tiles behave when dragged, dropped, played from hand, returned to hand, discarded from hand, drawn to hand, etc. It’s easy to get started and have FluidCards manage your card/token prefabs, and is highly customizable. It makes it extremely easy to add some JUICE to your presentation by injecting your own custom animations (e.g., easing functions) to preset trigger points (e.g., pop out card when grabbed).
Fluid, beautiful card motions/animations - Robust and consistent, with customizable timing and easing (create your own easing func or use the many built in). Grab cards mid-animation. Drop and pick them up again. All transitions are smooth and seamless. Multi-touch supported.
Build any card game - Turn-based, slow-paced, fast-paced; Classic (poker, solitaire) or complex (CCG, LCG, board games).
Great performance - Crisp, responsive animations and user interactions. Timing controlled by Unity’s Time.deltaTime and Time.timeScale.
Easy to Use! - Follows Unity conventions. Add behavior components to your GameObjects and tweak from there. Works with your own card/tile prefabs. Great customer support!
Works with: Unity UI, VR, tweening libraries like DOTween, many other Unity card assets
Essentials (ES) Purchase Includes - FluidCards.DLL (.NET assembly) providing everything described above; Scripts for the “juicy” demo; Guides, examples, and email support.
PRO Purchase Exclusives - FULL scripts/source code instead of FluidCards.DLL; Scripts for the PRO demo; Card deck management scripts with logic for maintaining and organizing the data MODEL of a deck, discard pile, and hand of cards; First class support.
2951583–218848–01-QuickStart.pdf (205 KB)
