Pocket Puzzle Collection Unity Source Code
$50.00
- 5 puzzle games: Triple Garden, Pair Parade, Number Bloom, Little Links and Stretchy.
- 18 authored scenes: 17 finite levels plus 1 endless mode.
- 20 switchable themes and an earnable collection of 19 alternate looks per game.
- Boosters, coins, tutorials with a pointing hand, level select and pause.
- AdMob placements prepared (rewarded, interstitial, banner); Google’s SDK is installed by you.
- 33 synthesised sound effects and a music loop.
- Prefab-authored boards and UI, full C# source and offline documentation.
Description
Pocket Puzzle Collection Unity Source Code gives you five distinct games, 18 authored gameplay scenes and 20 switchable visual themes for Unity 6 URP, sharing one presentation and progression system.
FIVE GAMEPLAY TEMPLATES
• Triple Garden – collect exposed tiles into a seven-slot tray and clear matching trios with a stacking animation.
• Pair Parade – match unobstructed pairs and slide groups to open new paths against a timer.
• Number Bloom – drag and merge equal number blocks, including adjacent collision merges, with a tutorial board and a rising-row endless mode.
• Little Links – connect matching tiles using routes with limited turns and clear the board.
• Stretchy – swipe to extend a character to the wall, fill the room and avoid trapping yourself. Points are awarded only for completed rooms.
SHARED PRESENTATION AND PROGRESSION
Switch between 20 looks, from Jelly Pop and Neon Circuit to Toybox, Pixel Quest and Monochrome Studio. Each game has its own earnable collection of 19 alternate piece looks drawn from the shared theme library. A masked colour reveal shows progress toward the next reward, then an unlock celebration and an equip-or-keep choice.
The interface includes tutorial guidance with a pointing hand, level selection, pause, music and sound controls, a persistent coin wallet and game-specific boosters. Stocked boosters activate directly; targeted actions highlight selectable pieces; empty boosters show their coin cost. Coins, score flights, combo captions, particles, camera feedback and 33 synthesised sound effects plus a music loop carry the gameplay events.
EDITABLE SOURCE AND AUTHORED CONTENT
Game scenes, boards, tiles, UI, effects and level prefabs are saved in the Unity puzzle game template unity. Each game has its own folder, with common C# systems and presentation assets in Shared. Customize themes through PuzzleSkin assets, tune rewards and boosters in source, or duplicate an existing level scene or prefab and edit its board data. Offline documentation explains setup, folder structure, controls and customisation.
HONEST ABOUT THE SCOPE
• 17 finite levels and one endless-mode scene. This is a reusable template collection, not a large campaign, and there is no dedicated visual level-editor tool.
• Universal Render Pipeline 17.0.4 only – the included particle materials do not support Built-in or HDRP.
• Runtime interfaces use Unity UI and C# meshes and sprites, including 3D-style shading rather than rigged 3D models.
• Windows and desktop WebGL are the verified targets; native Android and iOS builds are not included.
• Real-money IAP, multiplayer, cloud saves and analytics are not included. Progress is saved locally with PlayerPrefs, so it is not a secure online economy. Ads are supported through your own AdMob account, as described above.
REQUIREMENTS
Unity 6000.0.62f1 or newer with Universal Render Pipeline 17.0.4. Uses Unity UI, URP and 2D Sprite from Package Manager. Legacy Input Manager; no Input System action-map dependency. No paid third-party dependencies, no external backend, no runtime API credentials.
ADMOB ADS AND MOBILE HAPTICS
• AdMob placements – rewarded, interstitial and banner ads are wired into the five games, with a Mobile Services setup and diagnostics window for your ad-unit IDs.
• Google’s SDK is not included. The integration resolves the Google Mobile Ads SDK at runtime if you have installed it; you add the plugin yourself and keep it on whatever version you want. Nothing from Google is redistributed here.
• Test mode and a safe fallback. Test IDs let you try rewards immediately. The Editor, Windows and WebGL use a clearly labelled simulation, and phones fall back to it when the SDK is absent – a real SDK failure never turns into a fake reward.
• Native vibration on Android and iOS. Android uses waveform patterns with per-step durations and amplitudes; iOS uses Apple’s semantic feedback. Haptics run in Off, Simulation or Native mode, and every pattern is an editable asset.
• Desktop previews cannot reproduce vibration – test haptics on a physical phone.
THIRD-PARTY CONTENT
Asset uses Nunito under the SIL Open Font License 1.1; see Third-Party Notices.txt file in package for details. No other third-party fonts, images, audio, icons, shaders, DLLs or native binaries are included.
AI-GENERATED CONTENT DISCLOSURE
OpenAI imagegen was used for alternate theme symbol sheets and backdrops, coin and tutorial-hand artwork, and the paper-confetti atlas. The images were prepared as game atlases/sprites and integrated with theme palettes, masks, materials, authored prefabs and UI layouts. OpenAI Codex assisted with C# implementation, editor tooling, documentation and Python-based audio synthesis. Sound effects and the music loop were synthesized from code rather than copied from other games. This Unity game source code includes playable mechanics, persistence, boosters, tutorials, animations and tested Unity integration beyond the generated images. Screenshots are captures of the working asset.
Requirements
- Unity 6.0 or newer — built with Unity 6000.0.62f1.
- Universal Render Pipeline 17.0.4, Unity UI, 2D Sprite, legacy Input Manager.
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