Wave Configuration wave, Boss config, Enemy config, Type Bullet, XP level, ObjectPooling unity. project is a truly cross-platform framework, designed to run flawlessly on WebGL, Mobile, and Desktop.2D Rogue Survival Starter Kit is a modular and extensible Unity framework designed to accelerate the development of survival roguelite games.Built with clean and maintainable C# architecture, this starter kit provides a solid gameplay foundation that can be expanded and customized to fit your own project.Designed to support WebGL, Mobile, and Desktop platforms.2D Rogue Survival Starter Kit is a modular survival roguelite framework for Unity, designed with scalability, clean architecture, and cross-platform deployment in mind.Built using an event-driven and extensible architecture, this package provides a solid foundation for creating bullet heaven and arena survival games for WebGL, Mobile, and Desktop platforms.Key Features- Modular C# architecture- Event-driven gameplay systems- Object Pooling Unity System- ScriptableObject-based configuration- Cross-platform input support- Optimized for WebGL, Mobile, and Desktop- Wave Management System- Enemy Limit System- Boss Framework- Health System- UI Framework- included VFX and SFX- Full source code included- ArchitectureCore systems communicate through events, reducing dependencies and making the project easier to expand and customize.ScalabilityThe project is built for extensibility.Developers can:Add new enemies and bossesCreate new weapons and abilitiesReplace art assetsModify existing systemsBuild entirely new gameplay experienceswithout rebuilding the core architecture from scratch.Commercial UsageThis package includes full source code and may be used in commercial projects published on any supported platform.For other configurations, simply explore the existing prefabs to playtest and adjust them.Regarding weapons, we utilize a ScriptableWeapon system. When creating a new weapon type, you must develop a specific script, link it to BulletContext, and add it to the switch statement in the BulletController (refer to ProjectileBullet for the base logic). To create new weapon data, right-click and navigate to Create => Game => WeaponData and others.WeaponData contains various attributes, including an array-based animation system designed to reduce performance overhead compared to standard Unity animations. Additionally, for optimization purposes, both enemies and bosses bypass Collider and Rigidbody components, relying instead on mathematical calculations for collision detection.Technical Optimization:This framework has been refined and debugged with the assistance of AI to ensure clean code architecture, efficient memory management (Object Pooling), and high performance for WebGL/Mobile platforms.Development Process:While the core architecture and logic of this project were designed by me, I utilized AI tools to assist in refactoring code for better readability and identifying potential bugs. This ensures that the system you buy is robust and follows best practices.

