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Introduction

Sequine is a general sequencing tool for Unity. Here is what you can do with the sequencing tool:

  • Sequence animations directly without the restriction of Animator Controller
  • Sequence text animations with stackable behaviour
  • Sequence script function/command execution

The sequence can be placed in any kind of Unity object, be it in MonoBehaviour, ScriptableObject, and even PlayableAsset as in Timeline Clip!

Sequine is built with 3 different set of tools that can be used separately, but can also be integrated together.

1. Sequine Flow

Sequine Flow is the main sequencing tool, and visualized in a form of branchable node-based command flow. It is executed in order from Start node according to the flow. You can create a branching flow and parallel flow.

Sequine Flow

2. Sequine Player

Sequine Player is a component that can play Animation Clip on demand, along with the transition configurations. When you add this component, it will automatically add Animator component as well. You don't need to set an Animator Controller, since it has its own method to handle animations. You can use this along with Animator Controller and blend it according to the Weight value.

Sequine Player

As mentioned before, you can use Sequine Player separately, meaning you can use it in your own script to implement your own animation system. For example, maybe you want to handle the animations in your own State Machine scripts.

3. Sequine Text

Sequine Text is a TextMeshPro animation tool with stackable behaviour. There are some presets available. But you can also code your own custom text animation behaviour.

Sequine Text

This can also be used separately in your own scripts, but you can build the sequence inside the Sequine Flow as well.

Sequine Text Example

Sequine Text Demo