A code-first card-game engine for Unity 6 and URP: a pure C# rules core, polished card feel (drag, tilt, foil, dissolve), runtime card faces, an AI rival and a complete sample game.Universal Render Pipeline 17.3 (Unity 6000.3 or newer) only. The card and holographic shaders are URP shaders; the Built-in pipeline and HDRP are not supported.Card Kit is the foundation for a card game, split into four assemblies you can take together or one at a time. Bring your own cards, rules and art; the kit gives you the engine and the feel.Rules core (pure C#, no Unity dependencies)Board, lanes and card instances with named stats and stat modifiersAn effect contract for on-place and on-reveal effectsTurn and round resolution with a game-event stream your scene replaysLane conditions, with five ready-made rules to start fromFork() and PreviewPlay() for what-if simulation, and a greedy AI built on themSeeded RNG that can be saved and resumedRuns headless: test it in EditMode, or run it on a serverCard feel (Unity, URP)Cards with mouse-relative tilt, foil and a holographic URP shaderDrag and drop onto zones, with snapping and highlightsCard faces baked at runtime from your data: name, art window, rules text, cost badge, bundled fontsDrop a PNG in a Resources folder and it replaces that card's placeholder art; no code changePack opening, inspect panels, dissolve, floating numbers, camera shake, banners and a GameObject poolGame shell (optional)Boot and faded scene changes, a settings overlay and persisted volumeAudio hub with pooled sound effects and crossfading music, plus 10 procedural sound effects you can bake to audio filesSave/load slots, localization, toast notifications, achievements, input rebinding and first-run hintsLane Duel sampleA complete best-of-three lane battler built only from Card Kit: drag and drop, simultaneous reveal, an AI rival, lane rules, and the full feel layer. Three short, readable scripts.What it is not: Card Kit is a code-first engine, not a no-code editor. It has no multiplayer networking and no deck-builder screens; card art in the sample is procedural placeholder art.Documentation: README in the package, plus the Lane Duel README.Support: prdcgomes4@gmail.com · https://sangue3.github.io/support.htmlUnity 6000.3 or newer, Universal Render Pipeline 17.3Dependencies (installed automatically by Package Manager): Input System 1.19, uGUI 2.0, URP 17.3Installs as a UPM package (com.sangue3.cardkit) under Packages, not AssetsAssemblies: Sangue3.Core, Sangue3.CardCore (both with no engine references), Sangue3.CardKit, Sangue3.GameShell, plus an editor assemblyAll code in the Sangue3.* namespaces; full C# source included146 EditMode tests (enable with "testables": ["com.sangue3.cardkit"])Sample: Lane Duel (import from Package Manager > Card Kit > Samples)Bundled fonts: Cinzel and Alegreya, SIL Open Font License 1.1 (see Third-Party Notices.txt)No textures, models or audio files are needed: the sample's art and sound are generated at runtimeCard Kit was designed, directed, reviewed and tested by the publisher. Parts of the C# code, the documentation and the store page were written with the help of an AI coding assistant (Anthropic Claude). No AI-generated images, models or audio are included: the card art and sound effects are procedural and generated by the package's own code at runtime, and the fonts are third-party OFL fonts.


