Breathing / pulsing animations

Two components produce a sine-wave breathing animation on different target types:

See Visual FX.

Hover scale effect (HoveringMouse)

Add HoveringMouse to any UI element to scale it up when hovered.

See Visual FX.

Decorative clouds (CloudsController)

Add CloudsController to a scene GameObject to fill a rectangular area with drifting cloud sprites.

The cloud area is shown as a cyan wire cube in the Scene view. See Visual FX.

Disabling UI during play

Two components automatically lock UI elements while the instruction runner is active:

Both subscribe to LevelManager.OnPlay and LevelManager.OnStop automatically in Start. No wiring is needed. See Utilities.

Pixel snapping (PixelSnaper)

Add PixelSnaper to any GameObject that drifts off pixel boundaries.

The component runs in Edit mode ([ExecuteInEditMode]) so you can verify snapping while placing objects in the Scene view. See Utilities.

Y-based depth sorting (DepthSortingOrder)

Add DepthSortingOrder to any sprite that needs painter's-algorithm depth in a top-down or isometric layout.

The component updates SpriteRenderer.sortingOrder every frame based on the object's Y position relative to the limit. See Utilities.