Sky Rush: Traffic Puzzle | Puzzle Game Template + Level Editors + Ads
Satisvizion
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Build a hyper casual traffic puzzle in Unity 6 URP with 500 validated levels, three boosters, visual level tools, LiveOps systems, and ads included.Clear the runway one vehicle at a time with Sky Rush: Traffic Puzzle, an editable Unity 6 URP puzzle game template built around compact traffic boards, color-matched passenger queues, directional movement, and timed departures. It combines a complete hyper casual gameplay loop with a 500-level campaign, source code, visual content tools, mobile systems, and ads integration.Players drag aircraft-shaped vehicles across the grid, align each craft with a matching gate, board the waiting passenger group, and free enough space for the remaining traffic. Horizontal, vertical, and L-shaped footprints create the core jam-puzzle logic; later stages introduce masks, stacks, ice, obstacles, one-way craft, keys, and locked gates.Try the project: Play in Browser | Download the Android Demo | Read the Online GuideIncluded LiveOps asset: View the complete HyperCasual LiveOps Kit on the Unity Asset Store✈️ TRAFFIC PUZZLE GAMEPLAYDrag valid craft through the board while footprint, collision, axis, mask, and obstacle rules are enforced.Match vehicles with compatible gates and board the front color-coded passenger group.Watch completed vehicles lift and depart, opening new movement routes through the traffic jam.Manage the countdown and use board space efficiently before time reaches zero.Progress into turned and mirrored L pieces, stacked vehicles, frozen craft, directional pieces, keys, and locked gates.Keep gameplay logic deterministic and data driven through readable per-level JSON.🗺️ A 500-LEVEL CAMPAIGN WITH PROVEN ROUTES500 contiguous levels ship as Level_1.json through Level_500.json.Levels 1 and 200 preserve the two recorded source boards; the other 498 come from the saved campaign generator.Every generated level includes a witness route replayed through the same simulation used by the game.Campaign checks cover board geometry, vehicle footprints, passenger/seat conservation, gate access, locks, timers, variety, and completion.Difficulty develops through silhouettes, craft counts, queue layouts, time pressure, obstacles, ice, stacks, and gate rules.🛠️ DESIGN ONE LEVEL OR GENERATE A CAMPAIGNThe Manual Level Editor provides a spatial canvas for masks, vehicles, gates, passenger queues, blockers, ice, rotation, mirroring, keys, timing, and campaign order. Duplicate, revise, validate, save, and play-test individual levels without editing raw JSON.The Automatic Level Generator produces deterministic batches from a saved seed and progression plan. Generated stages and manually authored stages use the same runtime format, so a team can build a large foundation quickly and refine selected puzzles by hand.🧲 THREE INTEGRATED BOOSTERSFreeze — level 2: pauses the countdown for ten seconds and prevents invalid stacking.Hammer — level 7: targets and removes one eligible unloaded vehicle.Magnet — level 12: boards the front compatible passenger group into a selected valid craft.Each booster grants two free charges once at its first legitimate unlock.Invalid targets do not consume inventory; zero stock opens the connected refill flow.First-use explanations, inventory persistence, targeting feedback, and unlock states are included.📱 LIVEOPS, MONETIZATION, AND ADS INCLUDEDThe integrated HyperCasual LiveOps Kit supplies foundations for progression, currency, daily gifts, quests, battle pass, shop/catalog content, timed offers, minigames, consent, permissions, sharing, rate prompts, notifications, analytics hooks, remote configuration, cloud save, game services, and platform-native fallbacks.Ads are included. The Google Mobile Ads adapter and guided installer workflow are present. The buyer package does not redistribute the Google Mobile Ads vendor SDK; install the current SDK and replace test/local identifiers before production. IAP and other account-backed services remain in simulated or local mode until real products, credentials, policies, and dashboards are configured.🎨 MAKE IT YOUR OWNReplace craft meshes, board materials, palettes, passenger styling, effects, audio, and interface art independently.Change chapter rules, time limits, craft counts, and mechanic introductions, then regenerate from a new seed.Extend the JSON level contract and expose new properties through the editor adapter.Retheme the starter menu, HUD, boosters, tutorials, rewards, shop, minigames, and result flow.Keep core simulation, presentation, Editor tooling, and LiveOps adapters separated as the project evolves.⚠️ BEFORE SHIPPING A DERIVED GAMEThe downloadable APK is a development demo, not a production-signed store binary.Production ad IDs, vendor SDK binaries, store products, signing keys, privacy/terms URLs, and platform credentials are not included.Local desktop QA is recorded; perform your own Android/iOS device testing and commercial difficulty balancing.Review every test, dummy, or local service setting before an app-store release.📜 LICENSE AND PACKAGE BOUNDARYAsset uses Robert Penner's easing equations under the BSD 3-Clause License, plus Lilita One and Liberation Sans under the SIL Open Font License 1.1; see Third-Party Notices.txt file in the package for details. Optional Google Mobile Ads, Google Play Games, External Dependency Manager for Unity, AppsFlyer, and Unity LevelPlay SDK files are not redistributed.🔗 DOCUMENTATION AND SUPPORTThe online Sky Rush guide covers setup, gameplay architecture, the 500-level campaign, both level-authoring paths, boosters, LiveOps configuration, customization, dependencies, and release limitations.For product help, contact SatisVizion at satisvizion@gmail.comAds are included and require production SDK/configuration before release.Asset type: Complete mobile traffic puzzle game template / source project.Unity: Unity 6.0 or newer.Verified Editor version: Unity 6000.0.62f1.Render pipeline: Universal Render Pipeline (URP) 17.0.4.Color space: Linear.Primary orientation/layout: Portrait, responsive 9:16 presentation.Input: Touch/pointer drag input with Editor and desktop fallbacks.Included levels: 500 contiguous JSON campaign levels.Included boosters: 3 — Freeze, Hammer, and Magnet.Authoring tools: Manual Level Editor and seeded Automatic Level Generator.Scenes: 4 Unity scenes across the game and HyperCasual LiveOps Kit publish roots; 2 are enabled in the player build.Prefabs: 1 shipped prefab; most runtime presentation is assembled from scenes and data.Scripts: 962 C# files across the exported publish roots, including Editor tooling and tests.Shaders/materials: 18 shader files, 4 Shader Graph assets, and 11 materials.Textures/sprites: 62 PNG images; dimensions range from 48×48 to 1682×935 pixels, including 512×512 icons and 1680-class tutorial panels.Audio: 45 WAV sound-effect clips, 16-bit PCM; 40 stereo clips at 48 kHz and 5 mono clips at 44.1 kHz; 28.6 seconds total, with individual clips from 0.08 to 2.12 seconds.Level/data format: Readable JSON with saved witness routes and campaign-authoring metadata.Required Unity packages: URP 17.0.4, Input System 1.14.2, Unity UI 2.0.0, and packages resolved by the included project manifest.Optional integrations: Google Mobile Ads, Google Play Games, External Dependency Manager for Unity, AppsFlyer, and Unity LevelPlay; vendor SDK source/binaries are not bundled.Ads: Adapter and guided setup are included; buyers install the current vendor SDK and add production identifiers before release.Android identity: com.ragendom.skyrush; minimum SDK 23; ARM64 development/demo build.Build targets: Freshly built WebGL and Android demos; project architecture supports Android, iOS, WebGL, and desktop targets available in the configured Unity version.Known limitations: Real ads, IAP, signing, privacy/terms URLs, platform-console credentials, and native-device certification are not included. Human commercial balancing remains the buyer's responsibility.OpenAI Codex assisted with C# implementation and refactoring, Editor automation, documentation, debugging, and automated checks. All AI-assisted code and documentation were manually reviewed, modified, integrated, and tested for correctness, performance, maintainability, and compatibility with the overall project.OpenAI's built-in ImageGen tool in Codex was used to generate selected shipped 2D menu artwork, the tutorial pointer, and the final Sky Rush booster icons/tutorial illustrations identified in the package provenance files. The outputs were manually selected, resized or alpha-cleaned where required, wired into Unity import settings and ScriptableObject definitions, and reviewed in runnable builds for readability, visual consistency, and correct behavior.See `Third-Party Notices.txt` in the package for the verified dependency and license inventory.


