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Easy UI Motion : Animate your interfaces for Unity UI

Discussion in 'Assets and Asset Store' started by Hedgehog-Team, Jan 27, 2015.

  1. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    Easy UI Motion allows you to animate your interfaces made with Unity UI, easily and visually. Manage Opening /closing effects, or simple effects on element or groups of elements that make up your interface.
    Easy UI Motion uses the new events system, that allow you to chain and manage the elements of your interface, without writing a line of code.

    Two motions :
    * Open/Close
    * Simple/Rewind

    Animate your items on the following actions :
    * Position
    * Rotation
    * Scale
    * Transparency

    Personalized your effect :
    * The easing
    * The time for action
    *etc..

    Creating funny interface has never been easier, available soon ;)





     
    Last edited: Feb 3, 2015
  2. meapps

    meapps

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    How much does it cost?
     
  3. Gunhi

    Gunhi

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    looks impressive. Does this support playmaker action?
     
  4. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    Meapps
    No more than 15 or 20$

    Gunhi
    Yes, you have just to use connecteing script with send message action.

     
  5. cybervaldez

    cybervaldez

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    This looks awesome, any next features planned?
     
  6. Hedgehog-Team

    Hedgehog-Team

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    Thank you.

    Now it's like EasyTouch, developments will be a mixture of your requests and adding staff.But if you already have ideas, I'm interested, though I am trying to make them examples and documention.
     
  7. GCatz

    GCatz

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    it can be convenient, but will need more info on this,
    any GC generated? made in js/c# ?
     
  8. Hedgehog-Team

    Hedgehog-Team

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    Easy UI Motion is made with C# , Easy Motion UI instantiate object to manage the easings that all.
     
  9. Hedgehog-Team

    Hedgehog-Team

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    Hi all,

    The webplayer is available, click here.

    Easy UI Motion will be submitted to Unity tomorrow or after tomorrow
     
  10. cybervaldez

    cybervaldez

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    Excellent :) I love this.
     
  11. Hedgehog-Team

    Hedgehog-Team

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    Thank you,

    Easy Ui Motion is pending review
     
  12. cybervaldez

    cybervaldez

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    Hi, how does the rewind work? and when will you use it.
     
  13. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    Rewind takes you back to the initial position after having run a simple motion. (look at video , when I open and close Option window)

    Or try or webplayer :)

    for example in the Easing example, we launch a simple motion, and we link the rewind a the end odf the play
     
  14. Leuthil

    Leuthil

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    I'm interested in this. The UI animations have been such a pain for me to learn.
     
    Last edited: Jan 29, 2015
  15. Hedgehog-Team

    Hedgehog-Team

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    Hi all,

    Easy UI Motion is available in AssetStore : click here
     
  16. cybervaldez

    cybervaldez

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    Hi i'd like to know what tweening(DoTween, Hotween, etc.) are you using here?
     
  17. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    I don't use external tweenig, I use my own.
     
  18. Hedgehog-Team

    Hedgehog-Team

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    Hi all,

    New
    The dedicated topic on our forum to Easyui Motion : Click Here
    (You must be registered with a valid invoice number)
     
  19. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    Enjoy 60% off for 2 weeks $5 (regular price $15)
     
    Last edited: Feb 24, 2015
  20. Leuthil

    Leuthil

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    Nice :). I just purchased it because of this sale. I'll try it and see how it goes.
     
  21. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    I'm waitting your feedback :)
     
  22. cybervaldez

    cybervaldez

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    Bought! :), there's a similar plugin to this called GUI animator for unity ui, how is this different from that?
     
  23. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    I can't tell you because I don't have this package, but actually they seem similar.
    .
    The only thing I know is that it supports Unity Ui recently, while EasyUI motion was developed for Unity UI.

    It uses external libraries for movements, while I use mine to avoid any maintenance issues in the futur. As you can see in his first review and HotTween...
     
  24. sjm-tech

    sjm-tech

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    Hi Nicolas,
    great asset...i'm using it in my last project and works very well!
    I did a Toggle function merging Open and Close functions...useful for toggle buttons could be present by default!
    Max
     
  25. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    Thank you sjm tech.

    What exactly does your function, compared to auto-close option?
     
  26. sjm-tech

    sjm-tech

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    Autoclose, if i'm not wrong, is a temporized closing feature: open()...time lapse...close().
    What I mean is that could be usefull to base the opening/closing calling the same function.
    Ex. UI Button click(...open()...same UI Button another click ... close(). Button could call toggle() to reverse the actual status.
     

    Attached Files:

    Last edited: Mar 5, 2015
  27. Hedgehog-Team

    Hedgehog-Team

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    Ah ok, It will be simple to add this. On my way

    Thank you
     
  28. Jimww

    Jimww

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    Is it true that you can only use this asset to animate an object that doesn't utilize any of uGui's proportional layout options? Basically, it only works on RectTransforms that have Anchors at their center?
     
  29. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    Absolutely not, you can choose the anchor point that you want, there are no restrictions. Who told you that?

     
  30. Jimww

    Jimww

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    Try an object that is set to fit both vertical and horizontal, vs just the vertical as you have shown, and I think you'll see what I mean.
     
  31. Hedgehog-Team

    Hedgehog-Team

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    If you think you found a bug or malfunction could you describe to me, rather than play the guessing game. Because I just did the test and it behaves normally ! I tried with full image, a image smaller than anchor, everything is ok, and the image is animated with the correct size and position.


    Thank you.
     
    Last edited: Apr 10, 2015
  32. Jimww

    Jimww

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    When I have an object that is set to scale in both the vertical and horizontal directions and apply a movement from left, it just doesn't move. I'll send you a project with an example when I get back today. I'm on OS X Unity 4.6 latest Pro.
     
  33. Hedgehog-Team

    Hedgehog-Team

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    Ok, its more clear now now

    So I don't have this issue with Unity 5 & Unity 4. Do you use Open/Close or Simple motion effect. If you use Simple motion effect, this is an effect that must be triggered.

    I await your scene for example, it will be easier to identify the bug
     
  34. Jimww

    Jimww

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    OK, So this is very simple for me to recreate which is why I was brief in the description.
    1) Create new project and add the asset
    2) Create a UI/Panel object (leave all the defaults, which is to stretch in both height/width)
    3) Add a Open Close Motion to that object (leave all as default)
    4) Run the project and it does nothing.
    5) Change the Panel to have the anchor in the center
    6) Run the project and it works as expected, with the panel sliding in from the left over 1 sec.
     
  35. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    I reproduce the case, but moves from the top and the right working properly. There is only from the left and down does not work.

    I think it must be from an offset calculation in this case, because if you did not know EUM allows you to have different anchor point between start and end when you set From = user defined

    I will fix this bug for next week.

    pending update : If you set the origin with user defined it's worked
     
    Last edited: Apr 10, 2015
  36. blueteak

    blueteak

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    Having similar issue, I love the asset but I can't use it to animate full screen panels with movement (Scale works fine).

    If the anchor is set to stretch, movement doesn't work. And if it does work for a specific combination, like in left out right, it will not work correctly after changing the aspect ratio.

    Would love an update with this fixed (as well as some more fine grain controls of the animation types (graph editor please!!!)) and it would be worth much more than current asset store price.
     
  37. Hedgehog-Team

    Hedgehog-Team

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    Hi blueteak,

    The difficulty in this case is that the object doesn't have any size. That size is entirely relative to the screen. It is therefore difficult to make a position calculation without size. I'm still looking for a solution for this scenario

    Work arround :
    * Use the start position defined by the user
     
  38. McGrizzle

    McGrizzle

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    Nice script!

    Took a bit to get nested UI animation working and I also had to write a small wrapper so a button can activate a hidden panel and start the Open animation as well as any children that have EMOpenCloseMotion scripts.

    I did notice EMMotionManager objects can start hanging around scenes after stopping the application and are being created in EMBaseMotion OnDestroy. It looks like isShuttingDown isn't working as intended.
    I fixed it locally by adding an Exists function to the singleton class and this code in EMBaseMotion OnDestroy so the instance isn't created here.

    OnDestroy(){
    if (!isShuttingDown && !Application.isLoadingLevel){
    if (EMMotionManager.Exists()){
    EMMotionManager.instance.UnRegisterMotion( this );
    }
     
  39. Hedgehog-Team

    Hedgehog-Team

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    Thank you, I will add your modification
     
  40. McGrizzle

    McGrizzle

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    Thanks for the great scripts. It's so easy to make amazing UI now in Unity 5.
    I'm also really liking the latest Easy Touch.
     
  41. blueteak

    blueteak

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    Would it be possible to set the size on start? Since the screen size never changes while playing, if the EMOpenCloseController grabbed the initial size (calculating based on screen size?) in OnStart() and just assumed that it was correct, it might work for most cases?
     
  42. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    When you setup the anchor at each corner of the canvas, it's mean that size will be equal to canvas that is relative to the screen size, so you can't set the size in this case.

    But by using uder defined start position it works correctly.
     
  43. carking1996

    carking1996

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    Hello, I've bought the asset, how do I use GetComponent to play it from a script? No scripts are there for me to use PlayMotion() for.
     
  44. Hedgehog-Team

    Hedgehog-Team

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    Hi,

    You are therefore in the case where you want to launch a animation by a script.

    You do not need to use the method GetComponent Unity. Easy UI Motion comes with a motion manager, that allow to call statique method.

    When you create an animation you can set its name in the inspector. A generic and unique name is given to it by default.You will use this name to perform actions via the manager motion.

    For example :
    Code (CSharp):
    1. void Start(){
    2.         EMMotionManager.Open("MyMotionName");
    3.         EMMotionManager.PlayMotion("WelcomeMotion");
    4.     }
    You have all methods available in page 20 of the documentation
     
  45. carking1996

    carking1996

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    Thank you, but when I try to call anything related to EMMotionManager, it returns red because I can't actually get the scripts I need, is there a namespace I need?
     
  46. Hedgehog-Team

    Hedgehog-Team

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    Do you use javascript ?
     
  47. carking1996

    carking1996

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    No, I'm using C#.
     
  48. Hedgehog-Team

    Hedgehog-Team

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    Weird, Is the example "API" work for you?

    This example shows how to use Easy Motion UI with a script?
     
  49. carking1996

    carking1996

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    Yes, but that only works with one image, I have 4 buttons I need animated so I just need to get the component and play the motion separately.
     
  50. Hedgehog-Team

    Hedgehog-Team

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    Yes, I understand this class is there for. This example just uses this class. I am curious to see your code, and the exact error.

    Otherwise if you want to do a conventional manner without EMMotionManager classe : Here is a sample script, which searches EMSimpleMotion component, which launches the opening animation.

    1-Create an empty gameobject
    2- Drag & drop the script
    3- Drag & drop your animated UI element in the inspector
    4- Launch play mode

    Code (CSharp):
    1.  
    2. public GameObject myAnimatedUI;
    3.  
    4. private EMSimpleMotion myMotion;
    5.  
    6. void Awake(){
    7.     myMotion = myAnimatedUI.GetComponent<EMSimpleMotion>();
    8. }
    9.  
    10. void Start(){
    11.    myMotion.PlayMotion();
    12. }
    13.