Tweener is a tweening system that makes things go from point A to point B. It could be animating the position of an object, rotation of an object, intensity of a light, size of a text or even just a simple float field.
Sequencer is a system that plays it's Clips from start to finish, in order and in predefined time. It's like a timeline, but it's designed to be modular, and store all data inside and as a component for small animations/clips. (it's NOT designed to be a replacement to timeline)
NOTE: The docs here are OUTDATED.
Transform manipulations (Position, Rotation, Scale)
transform.AnimPositionTo( new Vector3( 10, 0, 10 ));- Color (for
Renderer,Graphic,Image,Material,TMP_Text,TextandLightObjects)
GetComponent<MeshRenderer>().AnimColorTo( Color.red);- Fade (for
Renderer,Graphic,Image,Material,TMP_Text,TextandLightObjects)
GetComponent<MeshRenderer>().AnimFadeTo( Color.red);- Text interpolation (for Textmesh and legacy Text)
GetComponent<TMP_Text>().AnimTextTo( "Hello World" );- Light Intensity
GetComponent<Light>().AnimLightIntensityTo( 0.1f );- Light Range
GetComponent<Light>().AnimLightRangeTo( 5.5f );- Projector Size
GetComponent<Projector>().projector.AnimProjectorSizeTo( 2.5f );- Projector Aspect Ratio
GetComponent<Projector>().projector.AnimProjectorAspectRatioTo( 1.5f );- Projector Field of View
GetComponent<Projector>().projector.AnimProjectorFieldOfViewTo( 40f );- All of the tweeners. They have a normal and a multi clip; the multi tweener clips apply a tweener to multiple targets with the given set of rules.

- Unity Events (primitive aruments up to 3). You can easily expand the system to add an event clip with your special argument type(s)

- Branching. goto and if statement both for fields and properties (if statements support primitive conditions. you can expand that)

- Log. Performs a simple Unity console log

- Set Value. both for fields and properties. They can modify a value from a given component thorugh reflection. (They support primitive value types, but you can easily expand that)

- Wait Until. They wait for the given field to meed a specific condition. (They support primitive types and basic equal oprtator, but you can easily expand that)

- Misc. They're helper clips, i.e. Empty clip does nothing and can be used to make notes, and End finishes the clip on reach.

https://www.youtube.com/watch?v=QNxzgGmmYhQ
https://www.youtube.com/watch?v=lWghzbCR2ds
https://www.youtube.com/watch?v=e2mkIyX8hEY
- RTL Textmesh: add
RTLTMPdefine
- empty for now...

