Goods Sorting | Puzzle Game Template + Level Editors + Ads
Satisvizion
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Goods Sorting Unity puzzle template with 500 shelf levels, manual and automatic level editors, three boosters and ads included; verified on Unity 6000.0.62f1.Turn crowded shelves into a readable sorting challenge. This Goods Sorting Unity puzzle template gives you a drag-to-match game, a 500-level campaign and the tools to build the next set of shelves.Try First: Play in Browser | Download the Android Demo | Read the Online GuideIncluded LiveOps asset: View the complete HyperCasual LiveOps Kit on the Unity Asset Store🧩 A shelf that keeps changingMove goods between the free slots of open three-slot boxes. Three matching goods clear a box; queued boxes move onto the shelf, while chained boxes introduce another constraint. Clear the boxes to win. A jammed shelf creates a genuine failure and retry loop.🛠️ Author the next shelf campaignUse the manual editor to adjust columns, queue depth, visible rows, item types and chains. The automatic generator supports seeded generation, validation and appending content. The shipped 500-level campaign has passing winning-witness replays; this verifies the recorded solution, without claiming exhaustive player balance.✨ Three ways out of a jamShuffle rearranges the open shelf. Unlock targets a chained box. Extra Tray adds an attempt-local empty tray, up to three. The game-owned icons and tutorial illustrations explain these existing effects.📱 Configure services for your own releaseAds are included through the bundled HyperCasual LiveOps Kit provider adapters. The current demo configuration falls back to local/mock ads because the Google Mobile Ads vendor SDK is not installed. Install your selected SDK and configure production IDs, consent, signing, privacy policy and store products before releasing. LiveOps adds the shared reward, shop, progression and retention foundation; this delivery does not certify live provider accounts or native devices.📦 What the buyer importsThe complete game and its relocated level tools live under Assets/_GoodsSorting; the included first-party HyperCasualLiveOpsKit remains a separate root. Internal capture/build/upload tooling is excluded. Unity 6000.0.62f1 with URP 17.0.4, Input System 1.14.2 and Unity UI 2.0.0 is the verified editor configuration. Replace goods and shelf art or edit booster definitions to retheme the game. The Android demo uses development/debug signing.📚 Keep the limits visibleLarge level JSON can overflow the native editor view horizontally. Full campaign gameplay balance, native-device acceptance and live services are not certified. Original game-code/art authorship and license confirmation remain unresolved in the supplied source records; the first-party LiveOps approval does not resolve those game-specific origins.Asset uses Robert Penner’s Easing Equations under BSD 3-Clause License; see Third-Party Notices.txt file in package for details.See Third-Party Notices.txt in the package for the verified dependency and license inventory.The game-specific online guide explains importing the buyer package, configuring URP, editing levels, generating content and preparing platform services. The included kit manual covers its shared systems.For product help, contact SatisVizion at satisvizion@gmail.comHosted browser demo refresh is pending; the validated local WebGL archive is included in the kit.Asset type: Complete game template; C# runtime and level authoring toolsUnity: Unity 6; verified 6000.0.62f1. Earlier versions are not certifiedVerified Editor version: 6000.0.62f1Render pipeline: Universal Render Pipeline 17.0.4Color space: LinearPrimary orientation/layout: Portrait; responsive browser canvas preserves 9:16Input: Touch and mouseIncluded levels/content: 500 JSON levels; all 500 imported winning witnesses passed; 496 distinct formations measured in the current clean buyer importIncluded gameplay systems/boosters: 3: Shuffle, Unlock and Extra Tray (maximum three additional trays per attempt)Authoring tools: Manual Level Editor and Auto Level Generator; JSON campaign authoringScenes: 3Prefabs: 15Scripts: 696 C# files; 9 assembly definitionsShaders/materials: 1 shader sources; 6 materialsTextures/sprites: 97 images; 48–1784 px wide, 48–1536 px high; exact dimensions and formats in technical-inventory.jsonAudio: 48 WAV clips; sample rates [44100, 48000] Hz; bit depths [16]; channels [1, 2]; 0.08–2.12 seconds per clip; 31.24 seconds totalData format: JSON level data; Unity scenes, prefabs and ScriptableObject configurationRequired dependencies: com.unity.render-pipelines.universal 17.0.4; com.unity.inputsystem 1.14.2; com.unity.ugui 2.0.0; import TextMesh Pro Essential Resources separatelyOptional integrations: Google Mobile Ads/AdMob, LevelPlay, AppsFlyer and platform services require separate SDKs and buyer credentials; SDK binaries are not bundledAds: Ads are included. Provider adapters and LocalQA configuration are included; these downloadable demos use mock/local fallback with no Google SDK installed. Official Google-served test-ad shots in the promo are separately recorded evidence. Configure production IDs, consent and vendor SDKs before releaseVerified build targets: See current build receipts and validation status in publishing evidenceSupported project targets: Android and WebGL; Windows used for buyer-import gameplay validation. iOS/native-device acceptance is not certifiedKnown limitations: The native manual-editor view can overflow for long level JSON; DEV shortcuts are intentionally present in the demo. Winning-witness validation does not establish exhaustive player balance. Production signing, privacy/consent, store products, live ad/billing/account certification and original game provenance confirmation remain pendingGPT-based models via OpenAI Codex assisted with the documented C# LiveOps integration, campaign/solver, editor tooling and current publishing workflow. Code and integration were modified and tested through the archived production and current buyer checks. Earlier supplied-source tools and human modification/review history require owner confirmation. Supplied dated AI-DISCLOSURE.txt records also declare historical Claude/Claude Code assistance. Those preserved handoff declarations have not been independently verified in this publishing run; original asset rights and human review remain subject to owner confirmation.GPT-based models through OpenAI Codex assisted with current publishing/build/export automation and document/listing corrections. Some earlier origin/tool declarations remain unresolved in the packaged AI-DISCLOSURE.txt.OpenAI ImageGen generated the game-specific booster UI icons and tutorial illustrations identified in the packaged disclosure and source art manifest, plus supplemental marketplace key art. Booster outputs were selected, resized, imported and bound to the existing booster definitions without changing their IDs or effects; original prompts and QA are preserved. Authentic gameplay/editor captures supply feature evidence. ElevenLabs generated the reusable Brian voice narration for the separate promotional video; the selected narration was sequenced against its gameplay/editor sections and mixed with ducked music and authentic opening gameplay sounds.See Third-Party Notices.txt in the package for the verified dependency and license inventory.


