HyperCasual LiveOps Kit | Monetization, Retention & Mobile Services
Satisvizion
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Add quests, battle passes, energy, offers, ads, IAP, cloud saves, notifications, analytics and mobile service integrations through one modular Unity toolkit.Android APK Dessign | Android APK Featureset | Online DocumentationLiveOps and progression• Quests — Author daily, weekly, event and permanent objectives driven by gameplay events.• Battle pass — Configure seasonal XP progression with free and premium reward tracks.• Energy — Spend and regenerate lives with persisted state and offline catch-up.• Timed offers — Present limited-window, early-session and event-triggered offers.• Daily rewards — Build login streaks with configurable reward schedules and timing sources.• Unlock gates — Gate content by level, currency, flags, cooldowns or custom player context.Monetization and economy• Virtual wallet — Persist soft and premium currency balances with transaction reasons and change events.• Shop layer — Support currency-priced, ad-unlocked, gated and real-money catalog items.• In-app purchases — Define product catalogs, rewards, subscriptions, coupons and optional receipt-validation requests.• Ads — Route rewarded, interstitial, banner and extended formats through selectable backends with frequency controls.• Offers and entitlements — Connect promotions and ad-free state to the same service layer used by the starter UI.Platform services• Game services — Expose sign-in, achievements and leaderboards through a backend-neutral API.• Cloud save — Upload and download versioned save payloads with selectable conflict policies.• Consent and privacy — Coordinate regional consent state and tracking-authorization flows.• Push and local notifications — Schedule local reminders and connect push providers through dedicated backends.• Remote config — Read typed values from configured remote or simulated sources.• App updates and deep links — Parse incoming routes and present update flows through platform adapters.• Sharing, web view and native UI — Compose shares, open embedded web content and request native dialogs with in-engine fallbacks.• Permissions, attribution and crash reporting — Keep provider-specific implementations behind module interfaces and compile-time gates.Foundation and feedback• Save system — Store versioned data with migrations and replaceable persistence backends.• Audio — Pool sources, organize sound banks and control category volume.• Analytics — Fan events out to one or more sinks without coupling gameplay code to a vendor.• Localization — Resolve keys from locale tables and refresh bound labels when the locale changes.• Toasts and popups — Queue transient messages and modal views through reusable UI services.• Haptics — Trigger intent-based patterns through Editor, Android, iOS or disabled backends.• Portable power-ups — Define inventory, visuals and tutorials in reusable assets while registering game-specific effects separately.• Developer console — Expose repeatable QA actions behind an explicit compile-time gate.What is included• C# source for runtime services, provider adapters, editor tooling and starter UI.• ScriptableObject settings and preset catalogs for the included systems.• Feature Dashboard and starter-menu scenes that exercise connected player flows.• Setup Assistant and Advanced Toolset windows for game-facing and provider-facing configuration.• Simulated, dummy or in-engine backends for developing flows before native SDK installation.• Edit-mode and play-mode test assemblies covering service behavior and starter integrations.• A single searchable HTML manual containing setup guidance, API examples, release notes and third-party notices.Known limitations• Third-party provider SDKs are not bundled. Production provider modes require the developer to install the selected vendor package, enter its credentials and enable the matching scripting define.• Simulated and in-engine backends demonstrate application flow; they do not reproduce provider dashboards, store transactions, delivery guarantees or every device-specific behavior.• Server receipt validation, authoritative time checks and remote content require endpoints operated or selected by the developer.• Native notifications, permissions, sharing, store prompts, haptics and platform services still require configuration and testing on the intended devices.• The starter menu and Feature Dashboard are examples and integration surfaces, not a finished game or hosted LiveOps backend.• Provider terms, privacy disclosures, store configuration and regional compliance remain the publisher's responsibility.Third-party contentAsset uses Robert Penner's Easing Equations under the BSD 3-Clause License; see Third-Party Notices.txt file in package for details. All other content in this package - C# source, native plugin source, audio, art, scenes and assets - is original work by Satisvizion. No third-party provider SDKs are redistributed in this package.SupportFor support, setup questions, bug reports or feature requests, contact satisvizion@gmail.com.Core architecture• Service registry and bootstrap layer for resolving modular runtime interfaces.• ScriptableObject-based settings with module-specific configuration objects.• Disabled, dummy, simulated, in-engine and provider-backed implementation patterns.• Compile-time provider gates using HLK_* scripting defines.• C# source included for runtime, editor, demo, starter-menu and test assemblies.LiveOps systems• Quest catalogs with daily, weekly, event and permanent objective types.• Seasonal battle-pass configuration with XP tiers and free/premium tracks.• Regenerating energy with spend, refill and offline elapsed-time handling.• Timed-offer catalogs with availability windows and trigger conditions.• Starter-gift schedules with local or HTTP-header-based time sources.• Unlock conditions for level, currency, flags and cooldown state.Monetization• Store-neutral IAP bridge, product catalogs, purchase rewards and entitlement handling.• Optional server-validation request path for purchase receipts.• Ad service supporting rewarded, interstitial, banner and extended format requests.• Frequency-capping and ad-revenue event surfaces.• Shop catalogs supporting currency, ads, unlock gates and purchase-backed items.• Wallet service with credit, debit, affordability checks, balance events and recent-change history.Platform adapters• Game-services interfaces for authentication, achievements and leaderboards.• Cloud-save service with local and provider backend factories plus conflict policies.• Consent, tracking authorization, push, local notification and runtime-permission modules.• Deep-link parser and routing hooks.• Typed remote-config accessors and selectable config backends.• App-update service with simulated and store-facing modes.• Sharing, embedded web-view and native-dialog abstractions.• Attribution and crash-reporting interfaces with disabled and provider implementations.UI, content and tooling• Queued toast service, popup interfaces, safe-area helpers and reusable button feedback.• Intent-based haptic patterns and backend selection.• Pooled audio service, sound banks and category mixing.• Locale table sets, fallback lookup and locale-change events.• Portable power-up definitions, catalogs, inventory stores, effect registry, bar and tutorial popup.• Feature Dashboard, starter menu, gameplay overlays and results flows.• Game Setup Assistant, Advanced Toolset and validation actions.• Searchable Documentation.html with integrated licenses and notices.Dependencies and integrations• Uses Unity uGUI and TextMeshPro.• Optional integrations are isolated behind provider-specific code paths and scripting defines.• No provider SDK is automatically installed when the asset is imported.AI-assisted code generation tools were used during development, primarily Claude Code for generating C# code, with a small proportion of assistance from GPT-based models (via Codex).All AI-generated code was manually reviewed, modified, tested, and integrated to ensure correctness, performance, maintainability, and compatibility with the overall project.

