Tomato Climb!! — Online .io PvP Template (NGO + UGS Relay)
Dopamine Company
$43.99
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Complete serverless online multiplayer climb-race PvP (.io style). NGO 2.12 + UGS Relay/Sessions, one-button quick-match, in-game chat, WebGL/CrazyGames-ready. ZERO paid dependencies.URP only (URP 17.3+, Unity 6000.3.11f1+); not Built-in/HDRP. Requires the new Input System (Player → Active Input Handling = Input System). Online needs your own free UGS project — enable Authentication, Relay, and Lobby. After import, run Tomato Climb → Setup Phase 1 Scene. See README. CrazyGames support is optional (free SDK + CRAZYGAMES define).LAUNCH YOUR OWN ONLINE .io GAME — NOT A MONTH OF NETCODE PLUMBING.If you have ever tried to wire Netcode for GameObjects to UGS Relay matchmaking from scratch, you know that is where the weeks go. Tomato Climb is a COMPLETE, ready-to-ship online multiplayer .io game template where that plumbing is already solved — and shaped the way a production project would shape it.Players race UP a tall, procedurally generated tower and throw items to knock rivals back down. First/highest to the top wins. Fast, chaotic, casual-competitive PvP — the kind of loop that fills .io portals.This is a CODE / SYSTEMS template for developers, not an art pack. You get a working, end-to-end online game you can launch, re-skin, or learn from — with no paid third-party packages to buy and import.== The networking (why you are really here) ==- Netcode for GameObjects (NGO) 2.12, client-authoritative movement.- Online play over Unity Gaming Services: Relay + Multiplayer Sessions. SERVERLESS — no dedicated server to rent, no backend code to deploy or maintain. Relay handles NAT traversal; Sessions handles discovery.- One-button QUICK-MATCH matchmaking: a single call joins an open public session or hosts a new one if none exists (QuickJoin with a CreateSession fallback). WithRelayNetwork auto-starts NGO once matched, so the round loop just runs — no bespoke connection flow to babysit.- In-game text chat, built on NGO RPCs (server re-broadcasts; the UI subscribes to a static event so it does not care when the chat object spawns).- Reconnect / leave lifecycle handled: an intentional leave returns to the lobby; an unexpected host drop auto re-matchmakes the survivors. Stale session memberships are cleared on join.The architecture is documented and readable. The matchmaking service owns the full UGS auth/session lifecycle; the UI only calls QuickMatch/Cancel and reads State/Status. This is the part that is genuinely hard to get right — and it is done.== Web & CrazyGames (monetization-ready) ==- WebGL-ready out of the box — Relay runs over WebSocket/WSS, so it works in the browser.- CrazyGames SDK integrated: midgame ads, audio mute handling, gameplay start/stop events (the QA signals the platform requires), plus a build pipeline. Ship straight to CrazyGames-style .io portals.== Zero paid dependencies (the differentiator) ==This project originally leaned on Feel, DOTween, Juicer, Febucci, and Cartoon FX Remaster (CFXR). Every one of them has been REPLACED with a lightweight in-house implementation. You import NOTHING beyond free Unity packages — no surprise asset purchases, no licensing headaches, no version conflicts. The custom game-feel systems include:- Camera shake- Sprite afterimage trails- Parallax background depth- Hit-stop + slow-motion on big hits- Hit flash- Particle-system impact VFX- Floating damage numbers- Expressive googly-eye characters== The game on top of it ==PROCEDURAL LEVELS — seed-based generation:- Platforms, including ice (slippery) and crumbling variants- Ropes, hazards, and decorative set-piecesITEMS & COMBAT — 7 throwables and gadgets:- Charge-to-throw tomato (hold to power up)- Big tomato (heavy hit)- Homing tomato (tracks rivals)- Spring (self-boost upward)- Oil slick (floor trap)- Shield (block a hit)- Quake (area stagger)BOTS — AI players for solo testing and to fill matches.== One-click deterministic setup ==A single editor menu — "Tomato Climb > Setup Phase 1 Scene" — regenerates the ENTIRE scene, all prefabs, the player, camera rig, UI, and audio library, deterministically. It is re-runnable (it clears its own previously created objects first). To re-skin or customize, you edit a readable C# generator, not fragile hand-tweaked YAML — then re-run and everything rebuilds clean.== Testing ==Works with Unity Multiplayer Play Mode (MPPM) virtual players for fast local multiplayer testing. The template even gives each editor process a distinct anonymous identity, so MPPM clones do not sign in as the same player.== Audio & licensing ==All bundled SFX and music are CC0 (public domain): Dustyroom Casual Game Sounds, Kenney Impact Sounds, and OpenGameArt tracks. A credits file is included. Fully redistributable — ship it commercially, no strings attached.== Localization ==Lightweight custom i18n system. English and Korean are fully translated; 8 more languages are stubbed with English fallback.== Who it is for ==Indie devs who want a working online multiplayer .io game to launch — or a clean, readable reference for wiring up NGO + UGS Relay matchmaking — without building all of that from scratch.== Honest limits (please read) ==- This is a CODE / SYSTEMS template, not an art pack. Visuals are intentionally simple placeholder 2D art (rectangles, shapes, googly eyes). Bring your own art to re-skin it.- No dedicated-server option — networking is Relay-based and client-authoritative by design.- You must link your own free UGS project and enable Authentication (anonymous), Relay, and Lobby in the Unity Cloud dashboard (free tier). The template ships with the UGS project link cleared; this is documented step-by-step in the README.If you would rather not rebuild NGO + UGS Relay matchmaking from scratch, this is built for you.ENGINE: Unity 6000.3.11f1 (Unity 6.3 LTS) or newer. 2D project.RENDER PIPELINE: Universal Render Pipeline (URP 17.3).INPUT: New Input System (Input System 1.19).DEPENDENCIES (all FREE Unity packages, auto-resolved by Package Manager):- Netcode for GameObjects 2.12- UGS Multiplayer Services 2.2.3 (Relay / Lobby / Sessions / Authentication)- Universal RP (URP) 17.3- Input System 1.19- Multiplayer Play Mode (MPPM)No paid third-party assets are required. All game-feel systems are custom implementations.NETWORKING MODEL: client-authoritative NGO over UGS Relay + Multiplayer Sessions — serverless. There is no dedicated-server option.WHAT IS INCLUDED:- Full C# source for the multiplayer stack (matchmaking/session service, NGO chat, client-authoritative networking, CrazyGames bootstrap)- Seed-based procedural level generator (ice/crumbling platforms, ropes, hazards)- 7 item/ability definitions and combat code- Custom game-feel systems (shake, trails, parallax, hit-stop/slow-mo, flash, particle VFX, damage numbers, googly-eye characters)- AI bot players- CrazyGames SDK integration and build pipeline- One-click deterministic scene/prefab/UI/audio setup tool- Custom localization (English + Korean complete, 8 stubbed)- CC0 SFX & music with a SoundLibrary and credits file- README with setup instructionsBUYER SETUP: link your own free UGS project and enable Authentication (anonymous), Relay, and Lobby in the Unity Cloud dashboard (free tier). The template ships with the UGS link cleared. Steps documented in the README.HONEST LIMITS:- Placeholder/simple 2D art — this is a code/systems template, not an art pack.- No dedicated-server option; networking is Relay-based and client-authoritative by design.- Online play requires the free UGS setup above.An AI coding assistant (LLM) helped write and refactor the C# gameplay/networking scripts, the one-click editor setup tool, and the documentation. The item icons are generated procedurally in code (drawn from geometric primitives), not by an image-generation model. All other art is hand-made CC0 (Kenney); all audio is human-authored CC0. No generative-ML models were used to produce any bundled art, audio, or models.





