The examples available for purchase on this page are offered to help explain and demonstrate certain specific techniques and features available in iTween while helping fund the immense effort that has been put into it.
All examples shown on this page are available as a combined set.
Moving in a straight line is easy but what if you want to lob something on an arc to a precise location? You could spend a few days looking into the extremely complicated math OR use iTween to simulate the gravity and easily arrive at a precise location.
Shows how to easily rotate Unity's GUI system as well as demonstrates how to use one of iTween's real-time ease methods named FloatUpdate.
Setting a character to follow a path is simple with iTween. Having a character follow a path and still allow jumping is a whole other story. This example shows how you can utilize a control path for a character that still allows the ability for jumping.
Grid-based movement can be useful for strategy games and certain board games. By leveraging iTween's MoveBy() this example shows how you can set target positions on a grid and move an object along straight paths to reach it.
A simple example of how to animate the scale of a UnityGUI button on mouse over and mouse out.
Any object you choose to move or rotate with iTween that has a Rigidbody attached will cause iTween to automatically switch over to a specific animation mode geared towards usage in physics simulations. Pinball flippers, baseball bats, cannon balls, and much more can now easily be animated with precise control and predictable results without the need to touch Unity's complex force methods or joints!
Animating an object to a specific location on uneven surfaces can be tricky. This example shows how you can utilize iTween and a marionette approach to smoothly move objects that need to traverse uneven terrain.
Need to fly a camera through your level to show players where things are? Need to preview the next hole to your anxious golfers? Need an enemy to traverse a difficult path while dramatically looking about? This simple example will show you how you can move a camera on a path while providing a second curve as a look target.
Shows how to use iTween to handle moving platforms in a 2D platform game as well as a simple trick to create the illusion of an infinite background.
While not entirely related to each other, they sound great together as the title for an example. The Punch methods apply a force and gradually resolve to the initial state of the object and are available as PunchRotation(), PunchPosition, and PunchScale(). Stab() is useful for timing the playing of audio. Put them together and you can do something like this without physics.
Shows how you can generate random paths at run-time for MoveTo() to animate along. Could easily be used for random warp paths, erratic weapon fire or just cool, green electricity.
If you set a path with MoveTo() that has an identical beginning and ending point iTween will automatically adjust the path's control points to create a looping path. This example shows how to construct a path that will create circular movement along an orbit.
Shows how you can leverage MoveUpdate() and LookUpdate() to easily create a gun turret that utilizes the mouse for aiming.
Shows how you can use iTween to animate GUITextures for use in 2D animations such as title and entry screen.
Demonstrates how to use Unity's GUI system to easily create a masked menu that could be used for level selections, weapon swapping visuals in a HUD or anything else you can cook up!
A simple example of how to use iTween's ValueTo to animate a Rect for use in a button in order to visually manipulate Unity's GUI system.
Showcases how iTween can easily and simply step in to handle the effects and movements in a game without interrupting or adding to your logic workload.
Shows how you can use waypoints with iTween as well as how to do linear point-to-point paths that are animated between with constant speed.
With PutOnPath you can place an object along a Catmull-Rom spline at a position of your choosing. Games such as Sonic Unleashed, the old-school Pandemonium and Klonoa use this "control path" technique to create engaging character paths without the need for complex wall collider rigs. You can easily use this technique in newer game concepts including FPS games whenever you need to establish a path for an object to follow under precise or user control. This method is similar to MoveTo and MoveFrom with a "path" parameter but this allows greater interactive control and placement.
Demonstrates what is possible with the callback system in iTween and executes all versions and their properties. Also demonstrates the process for chaining iTweens to create a sequence.
Shows how the Camera Fade system works and also demonstrates what's possible with audio. The track in this project is © Bob Berkebile (the developer of iTween) do not use it for any commercial work - I included this file to help you mess around and test iTween only.
iTween's ValueTo() allows you to animate any float, integer, Rectangle, Vector2, Vector3, and Color so you can animate anything outside of the methods available in iTween. This example shows how to make a simple incrementing score. Also includes usage of From methods.
Shows how to move an object on a path including how to use iTween's DrawPath() to be able to see the intended path in the editor. Also includes a simple example of using LookUpdate to make a camera controller to follow an object.