Animation & Motion Presets
A built-in motion library that can animate any UI element or effect — entrances, attention loops, tap feedback, celebrations, rewards, text, and tutorial hints.
Any UI element or effect in your playable can be animated with the built-in motion preset library. You're never limited to a single fixed effect — pick a preset and tune its speed, delay, easing, and looping.
Applies to anything: sprites, labels, buttons, icons, bars, the CTA, end-card elements, tutorial hand/text, and gameplay feedback all use the same motion system.
What You Can Adjust
Every preset exposes the same controls:
| Control | What It Does |
|---|---|
| Duration / speed | How fast the animation runs |
| Delay | Wait before it starts |
| Loop | Play once, repeat, or ping-pong (yoyo) |
| Easing | The motion curve — snappy, smooth, bouncy, elastic |
Preset Categories
Entrance — element appears
| Preset | Effect |
|---|---|
| fadeIn | Fade from transparent |
| scaleIn | Grow from small |
| slideIn | Slide in from an edge |
| popIn | Overshoot pop |
| dropIn | Drop from above |
| flyIn | Fly in from off-screen |
| spinIn | Rotate while appearing |
| zoomIn | Zoom up from tiny |
Exit — element leaves
| Preset | Effect |
|---|---|
| fadeOut · scaleOut · slideOut · popOut · flyOut | The reverse of each entrance |
Attention — "notice me" loops
| Preset | Effect |
|---|---|
| pulse | Rhythmic scale up/down |
| breathe | Slow, gentle pulse |
| heartbeat | Double-beat pulse |
| float | Bob up and down |
| wobble | Bouncy wobble ("boing") |
| swing / tilt | Rotate back and forth |
| glow | Color/brightness pulse |
| jiggle | Quick shimmy |
Feedback — tap / hit response
| Preset | Effect |
|---|---|
| punch | Scale punch that settles back |
| punchRotation | Rotational punch |
| shake | Positional shake |
| flash | Quick color flash |
| nudge | Small directional push |
| squash / stretch / squashStretch | Cartoon deform |
Celebration — win moments
| Preset | Effect |
|---|---|
| confettiRise | Rising confetti |
| starPop | Popping stars |
| trophyRaise | Trophy raise |
| victoryBounce | Victory bounce |
| drift | Gentle floating drift |
Reward — score & currency
| Preset | Effect |
|---|---|
| coinPop | Coin pop |
| scorePop | Score pop |
| countUp | Number counts up |
| collect / arcCollect | Fly-to-target collect (arc optional) |
Text — per-character label effects
| Preset | Effect |
|---|---|
| fadeInChars · popInChars · slideInChars | Reveal characters one-by-one |
| fadeOutChars · popOutChars · slideOutChars | Hide characters one-by-one |
| waveChars | Wave through the characters |
Tutorial — hand & hint
| Preset | Effect |
|---|---|
| tapHint / tapPulse | Tapping hand + tap ripple |
| pointBob | Pointing finger bob |
| dragHint | Drag gesture motion |
| ripple | Touch ripple |
Sequencing
Presets can be chained — play one after another, or several at once (e.g. an end-card title popIn while the CTA pulses). Timing and overlap are set per element.
Where Animations Are Used
| Element | Typical Presets |
|---|---|
| Tutorial hand & text | tapHint, pointBob, wobble |
| CTA button | pulse, heartbeat, punch (on tap) |
| End card title / logo | popIn, zoomIn, victoryBounce |
| Score / coins | countUp, coinPop, collect |
| Any UI element | fadeIn / slideIn on show, shake on error |
Related
- UI Layer — Visual components animations apply to
- Tutorial — Hand & text presets
- End Cards — Entrance animations
- Custom Development — Bespoke motion
Config Layer Parameters
The Config Layer controls how the game behaves and sounds — timer and level values, audio, quality, redirect timing, and UI toggles. These affect the experience, not just the look.
Recurring Parameter Offer
Any parameter that's not in the standard included set can be implemented once and reused across future games.