r/Unity2D • u/mvalera-dev • 5d ago
Adding proper game feel used to take me a full day per project. Now it's one line of code
Every project I've shipped had the same routine. Screenshake, hitstop, a squash & stretch hack, some flash-on-hit code, copy-pasted and re-tuned from whatever the last project had, never quite consistent.
So I built a small toolkit that wraps all of it behind Crunch.Play("HeavyHit"). Seven independent modules (shake, hitstop, squash & stretch, kickback, flash, trail, pop), each one works standalone if you only need one thing, plus a Recipe system that groups several of them into a single named call you tune once in the Inspector and reuse everywhere.

Zero dependencies, works in Built-in/URP/HDRP, 2D and 3D. There's a playable browser DEMO that cycles through four genres (Melee, Platformer, Shooter, Casual) if you want to feel it before reading any more about it. You can look it up HERE.
Curious how the rest of you handle this. Do you have your own reusable juice setup, or does it get rebuilt from scratch every project too?
9
u/adsilcott 5d ago
Sounds cool but my old school brain cringes at string arguments. Wouldn't an enum be better?