A production-ready Match 3 game template with senior-level architecture. Turnkey solution with 3 pre-made levels, random generator, and level creator.Match3Engine handles only match logic, GameStateManager only tracks score/time, PiecePool only manages object lifecycle. You can replace any component without breaking others. Swap visual systems, add analytics, implement multiplayer, or change input methodsImportant: You need to import the Fruit UI package and the de,p will work right away. Demo test: https://soueuroya.github.io/FruitSplash/A production-ready Match 3 game template with enterprise-grade architecture. Features 3 pre-made levels, random level generator, and a customizable level creator with options for grid size, time limits, and move constraints.Highly Customizable:Swap any animations, art assets, or UI elementsScriptableObject-driven game balance (no code changes needed)Event-driven architecture for easy feature additionsGenre Suitability:Primary: Casual puzzle games, mobile Match 3 titlesSecondary: Arcade-style puzzlers, educational games, hyper-casual mobile gamesTechnical Architecture:Interface-based design (IMatchable, IGridRenderer) for swappable componentsPure C# Match3Engine (testable without Unity)Object pooling for zero GC pressure on mobileCompatible with all Unity platforms, all render pipelines (Built-in/URP/HDRP)Extend with power-ups, multiplayer, or analytics without touching core match logic.Core Systems:Match3Engine (pure C#, unit testable)GameStateManager (score, timer, win/lose)InputController (mouse/touch/decoupled)PiecePool (Unity ObjectPool, zero GC)Match3EventBus (central event distribution)BoardFacade (simplified API)Architecture:Interface-based design (IMatchable, IGridRenderer, IPiecePool, IGameState, IInputHandler)ScriptableObject configuration (Match3Rules, PieceDefinition)Single Responsibility Principle (8 focused systems vs 1 god class)Event-driven communication (no direct coupling)Gameplay:3 pre-made levels with scaling difficultyRandom level generatorLevel creator with grid size, moves, time optionsRuntime background art generationToggleable time limit spotlightSimple music controlPerformance:Object pooling for all dynamic objectsZero-allocation hot pathsCache-friendly 2D arraysCoroutine-based timing (no string Invoke)Compatibility:Unity 2022.3 LTS+Built-in, URP, HDRP pipelinesAll platforms (mobile, desktop, console, WebGL)Minimal dependencies (only uGUI required)Quality:XML documentation throughoutComprehensive error handlingBackward compatible with legacy BoardManager6 documentation files includedUpdated Technical Description:30+ C# scripts organized into 5 architecture layers with strict separation of concerns.Core Layer (8 scripts): Interface contracts and data structures5 interface definitions (IMatchable, IGridRenderer, IPiecePool, IGameState, IInputHandler)EventBus system for decoupled communicationScriptableObject configuration system (Match3Rules, PieceDefinition)Systems Layer (4 major scripts):Match3Engine - Pure C# match detection algorithm (unit testable, zero Unity dependencies)GameStateManager - Score, timer, win/lose state machineInputController - Mouse/touch input with event-driven outputBoardFacade - Simplified API orchestrating all systemsPooling Layer (1 script):PiecePool - Unity ObjectPool implementation for zero GC pressurePresentation Layer (5 scripts):Piece - Visual piece implementing IMatchableMatch3Camera - Aspect ratio correction and canvas scalingEffect - Unified burst/ray line animation eventsAppHelper - Cross-platform application utilitiesUI Layer (5 scripts):MenuButton, GridSizeControl, GameSettingControl, GridToggleAll event-driven, decoupled from game logicKey Improvements:Refactored from 2 god classes (BoardScript + LevelScript) to 8 focused systemsInterface-based design enables swapping any component without breaking othersEvent-driven architecture eliminates direct couplingObject pooling eliminates runtime allocationsPure C# engine enables server-authoritative multiplayer and unit testingAll animation triggers preserved but decoupled from logicAdded comprehensive XML documentationCreated 6 documentation files (architecture, compatibility, SRP guides)Refactored existing monolithic BoardScript into testable Match3EngineReplaced deprecated APIs (UNITY_WEBPLAYER, string Invoke)Assessed code against senior-level standards (SOLID principles, testability, performance)The original 22-script package was revamped into a large grade architecture while preserving all original functionality and animation systems.



