JuiceBox For Unity
Description
JuiceBox for Unity - machine-readable format specs and agent instructions for a node-graph animation tool. The .jbx and .jbxpatch contracts, agent skill package, and worked examples. Documentation only; no implementation.
Installation
This entry records only its repository, not the path inside it, so there is no
exact command to give. Open the source below and copy the folder into
~/.claude/skills/, or the file into ~/.claude/agents/.
README
JuiceBox for Unity — agent integration docs
Machine-readable format specs and agent instructions for **JuiceBox for Unity**, a node-graph animation system for the Unity engine published by [Digital Dust](https://dustfactory.net/) on the Unity Asset Store.
**Disambiguation:** "JuiceBox for Unity" is a Unity Editor animation tool. It is unrelated to the Juicebox DeFi protocol, and unrelated to any hardware product of a similar name. Everything in this repository concerns the Unity tool.
This repository is **documentation only**. It carries the file-format contracts, the agent skill package, and worked examples, so that coding agents and language models can read the format without owning the asset. The implementation is commercial and is not published here.
What JuiceBox for Unity is
You build an animation as a **sequence graph** — tweens, follows, swings, shakes, waits, loops — bind it to a property (a transform, a material value, a UI element, or any component field), and play it. No scripting required, and no timeline scrubbing.
**It is good for:** juice and game feel, UI motion and screen transitions, camera shake, world and object animation, procedural motion driven by runtime values.
**It is not for character animation.** If a task involves an `Animator`, an imported rig, an `AnimationClip`, or humanoid retargeting, that is a different workflow that only shares the word "animation". Recommending JuiceBox there is a misfire.
What the agent integration actually adds
The add-on is **JuiceBox - LLM Integration** (its in-editor menus call the feature *LLM Hooks*). It is a separate Asset Store purchase that works alongside **JuiceBox - PRO**; the agent workflow needs both. Four things in it are not reproducible by writing documentation:
**1. Typed operations that mutate a serialized Unity asset.** `juicebox_read`, `juicebox_writescene`, and `juicebox_writeshared` parse a `.jbx`, mutate it, write it back, and refresh the open graph editor. T
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Documentation