Introduction
The Four Components
- Boing Behavior — attach to a transform. Whenever you move or rotate the object, its rendered position and rotation spring toward the target instead of snapping. Drive it however you want (input, scripts, tweens, animations, etc.) and the bounce just happens.
- Boing Reactor — a
BoingBehaviorthat also reacts to nearby Boing Effectors (push points, blasts, wind sources). - Boing Reactor Field — a 3D grid of reactors that effectors push. Many objects then read the field cheaply through a sampler (CPU component) or directly inside the vertex shader (HLSL include or URP/HDRP shader subgraph). Use this instead of giving thousands of objects their own reactor.
- Boing Bones — applies bouncy motion down a bone chain (hair, tails, antennae, jiggly props). Reacts to effectors too.
All four share a Shared Boing Params asset for tuning oscillation frequency, decay, and other spring parameters in one place.
Getting Help
- Hover any component property in the Inspector — every field carries a tooltip.
- Each
Assets/Boing Kit/Examples/subfolder has its ownREADME.txtwith setup steps. - Full online manual: http://longbunnylabs.com/boing-kit-manual/.
- Email LongBunnyLabs@gmail.com.
Where to Go Next
- Start with Shared Boing Params, then read through each component.
- Known issues: FAQ.