Lightning-fast and Zero Allocation Tween Library for Unity.
LitMotion is a high-performance tween library for Unity. LitMotion includes a rich set of features for animating components such as Transform, Material, TextMeshPro, and any field/property, making it easy to create animations.
LitMotion is my second tween library I created after Magic Tween. LitMotion was designed based on experience implementing Magic Tween to achieve rich functionality and extremely high performance. In all situations such as creating and updating tweens, it exhibits overwhelming performance that is 2 to 20 times faster than other tween libraries. Of course, there is no allocation at all when creating a tween.
The full version of documentation can be found here.
- Animate anything in one line of code.
- Achieves zero allocations due to its struct-based design.
- Highly optimized using DOTS (Data-Oriented Technology Stack).
- Works in both runtime and editor.
- Apply complex settings like easing and looping.
- Wait for completion via callbacks/coroutines.
- Zero allocation string animation with FixedString and TextMeshPro
- Convert to Observables using UniRx.
- Supports async/await via UniTask.
- Extend types using
IMotionOptions
andIMotionAdapter
.
- Unity 2021.3 or later
- Burst 1.6.0 or later
- Collection 1.5.1 or later
- Mathematics 1.0.0 or later
- Open Package Manager from Window > Package Manager.
- Click the "+" button > Add package from git URL.
- Enter the following URL:
https://github.com/AnnulusGames/LitMotion.git?path=src/LitMotion/Assets/LitMotion
Alternatively, open Packages/manifest.json and add the following to the dependencies block:
{
"dependencies": {
"com.annulusgames.lit-motion": "https://github.com/AnnulusGames/LitMotion.git?path=src/LitMotion/Assets/LitMotion"
}
}
Using LitMotion allows easy animation of values such as Transform and Material. To create motion, use LMotion.Create()
.
Here's a sample code. Refer to the documentation for more details.
using System;
using System.Threading;
using UnityEngine;
using UniRx; // UniRx
using Cysharp.Threading.Tasks; // UniTask
using LitMotion;
using LitMotion.Extensions;
#if UNITY_EDITOR
using LitMotion.Editor;
#endif
public class Example : MonoBehaviour
{
[SerializeField] Transform target1;
[SerializeField] Transform target2;
[SerializeField] TMP_Text tmpText;
void Start()
{
LMotion.Create(Vector3.zero, Vector3.one, 2f) // Animate values from (0f, 0f, 0f) to (1f, 1f, 1f) over 2 seconds
.BindToPosition(target1); // Bind to target1.position
LMotion.Create(0f, 10f, 2f) // Animate from 0f to 10f over 2 seconds
.WithEase(Ease.OutQuad) // Specify easing function
.WithLoops(2, LoopType.Yoyo) // Specify loop count and type
.WithDelay(0.2f) // Set delay
.BindToUnityLogger(); // Bind to Debug.unityLogger and display values in Console on update
var value = 0f;
LMotion.Create(0f, 10f, 2f) // Animate from 0f to 10f over 2 seconds
.WithScheduler(MotionScheduler.FixedUpdate) // Specify execution timing with Scheduler
.WithOnComplete(() => Debug.Log("Complete!")) // Set a callback
.WithCancelOnError() // Cancel motion if an exception occurs within Bind
.Bind(x => value = x); // Bind to any variable, field, or property
.AddTo(gameObject); // Cancel motion when the GameObject is destroyed
LMotion.String.Create128Bytes("", "<color=red>Zero</color> Allocation <i>Text</i> Tween! <b>Foooooo!!</b>", 5f)
.WithRichText() // Enable RichText tags
.WithScrambleChars(ScrambleMode.All) // Fill unseen parts with random characters
.BindToText(tmpText); // Bind to TMP_Text (update text with zero allocation without generating strings)
LMotion.Punch.Create(0f, 5f, 2f) // Create a Punch motion (regular damping oscillation)
.WithFrequency(20) // Specify oscillation count
.WithDampingRatio(0f) // Specify damping ratio
.BindToPositionX(target2); // Bind to transform.position.x
// Control created motions via the `MotionHandle` struct
var handle = LMotion.Create(0f, 1f, 2f).RunWithoutBinding();
if (handle.IsActive()) // Returns true if the motion is playing
{
handle.Cancel(); // Cancel the motion
handle.Complete(); // Complete the motion
}
}
// Coroutine support
IEnumerator CoroutineExample()
{
var handle = LMotion.Create(0f, 1f, 2f).BindToUnityLogger();
yield return handle.ToYieldInteraction(); // Wait for completion in a coroutine
}
// async/await using UniTask
async UniTask AsyncAwaitExample(CancellationToken cancellationToken)
{
var handle = LMotion.Create(0f, 1f, 2f).BindToUnityLogger();
await handle; // Await MotionHandle directly
await handle.ToUniTask(cancellationToken); // Await with passing CancellationToken
}
// Convert to IObservable<T> using UniRx
void RxExample()
{
LMotion.Create(0f, 1f, 2f)
.ToObservable() // Create motion as IObservable<T>
.Where(x => x > 0.5f) // Utilize UniRx operators
.Select(x => x.ToString())
.Subscribe(x =>
{
tmpText.text = x;
})
.AddTo(this);
}
#if UNITY_EDITOR
// Play on Unity Editor
void PlayOnEditor()
{
LMotion.Create(0f, 1f, 2f)
.WithScheduler(EditorMotionScheduler.Update) // Use EditorMotionScheduler.Update as Scheduler
.BindToUnityLogger();
}
#endif
}
Here are the benchmark results. The benchmark source code can be found in this repository.
Untiy forum: https://forum.unity.com/threads/litmotion-lightning-fast-and-zero-allocation-tween-library.1530427/