Rouge-Survival Vehicle-shooter/runner Asset Pack
AbimbonTI
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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.Survival Runses is a premium, production-ready "Endless Driving" game project for Unity. Built with a focus on Clean Code architecture and extreme optimization, this project is a truly cross-platform framework, designed to run flawlessly on WebGL, Mobile, and Desktop.Clean, organized, and modular C# scripts. SFX Audio: High-quality particle systems and essential sound effects.Survival Runses is a professional Rouge-survival driving framework for Unity, designed with scalability, clean architecture, and cross-platform deployment in mind.Built using a modular, event-driven architecture, the project provides a solid foundation for creating endless driving and runner-style games for WebGL, Mobile, and Desktop platforms.Key FeaturesModular C# architectureEvent-driven gameplay systemsObject Pooling SystemScriptableObject-based configurationCross-platform input supportOptimized for WebGL, Mobile, and DesktopHealth SystemScore SystemUI FrameworkVFX and SFXFull source code includedArchitectureThe framework follows clean and maintainable design principles.Core systems such as Health, Score, UI, and Gameplay Logic communicate through events, reducing dependencies and making the project easier to expand and customize.ScalabilityThe project is built for extensibility.Developers can:Add new gameplay mechanicsReplace art assetsModify existing systemsCreate entirely new game variationswithout 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.Why Choose Survival Runses?Survival Runses is more than a simple game template. It provides a stable and extensible framework that helps developers prototype, build, and ship endless driving games significantly faster.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.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.

