Turn a tactile yarn-sorting concept into your own hyper casual mobile puzzle game with Yarn Bounce—a complete Unity 6 URP puzzle game template with source code. The package combines a finished color-matching campaign, content-authoring tools, responsive portrait presentation, modular mobile systems, and ads integration in one editable project.
The player chooses a glass dispenser, transfers its available run of matching spools to a spring launcher, and fills same-colored fabric patches. Launcher capacity and dispenser order drive this yarn-sorting and color-matching puzzle loop, while plugged targets, concealed colors, and latched patches introduce new constraints as the campaign develops.
Try the project: Play in Browser | Download the Android Demo | Read the Online Guide
HyperCasual LiveOps Kit is included for ads, haptics, IAP, and other similar backend features.
🧵 FROM FIRST TAP TO FINISHED PICTURE
- Choose a dispenser and load only its currently available matching yarn run.
- Watch spools travel through animated thread trails into their matching fabric targets.
- Manage the limited spring capacity so unwanted colors do not block the solution.
- Adapt to plugged holes, mystery patches that reveal during play, and targets secured by latches.
- Complete the fabric image to trigger rewards, campaign progress, and the connected result flow.
- Use particles, material reactions, sound effects, haptics, and reveal animation as replaceable feedback layers.
⚡ CAMPAIGN SNAPSHOT
- 500 numbered campaign levels are included as editable
YarnLevelAssetScriptableObjects. - All campaign entries pass through the project's structural and solver-oriented validation workflow.
- Four working boosters—Hole Punch, Re-Spool, Unload, and Unpick—include unlock rules, inventory counts, availability checks, tutorials, and effect handlers.
- The shipped campaign uses single-layer layouts without wall-based stages; the schema and editors also support layers and walls for newly authored content.
- Touch and pointer controls make the same scenes practical for mobile play, Editor testing, and desktop preview.
🛠️ A TWO-PATH LEVEL WORKFLOW
Shape individual puzzles visually. The Manual Level Editor lets you paint fabric patches, assign yarn colors, manage layers, place walls, toggle mystery or latch states, edit supply, erase cells, use selection tools, and undo changes without entering Play mode.
Produce campaigns in batches. The Automatic Level Generator exposes ranges for board size, color count, layer count, launcher capacity, dispenser layout, mystery frequency, latch frequency, and wall percentage. Seed control makes a run reproducible, while validation and supply-balancing checks help prevent unusable output.
Because levels remain regular Unity assets, generated stages and carefully hand-authored stages use the same runtime pipeline and can be revised with the same tools.
🔧 RETHEME THE GAME WITHOUT REBUILDING ITS RULES
- Change the shared yarn palette to update color presentation consistently across level content.
- Duplicate or edit machine-theme assets for the launcher, dispensers, board, and material treatment.
- Replace interface styling, sounds, particles, rewards, tutorials, and result presentation independently.
- Extend the
YarnLevelAssetschema when adding a mechanic, then expose it through the authoring windows. - Add catalog-driven booster behavior through the existing power-up adapter structure.
- Keep gameplay rules, data, visuals, Editor tools, and service adapters isolated as the project grows.
📱 MOBILE SYSTEMS AND ADS INCLUDED
The integrated HyperCasual LiveOps Kit supplies reusable foundations for progression, economy, daily rewards, quests, achievements, battle pass flows, shop/catalog content, offers, minigames, consent, permissions, sharing, rate prompts, notifications, analytics hooks, cloud-save backends, leaderboards, and platform-service adapters. These systems make the project a practical starting point for a hypercasual puzzle game, casual mobile game, or customized sorting-game release.
Ads are included. The Google Mobile Ads adapter layer is present, and the public demo uses Google's official test inventory. The vendor plugin itself is not bundled in the buyer package. Purchases remain in simulated/dummy mode until real store products and credentials are supplied. Services requiring external consoles or native credentials use safe demo behavior where supported.
🧭 PROJECT ORGANIZATION
- The
YarnBounceruntime namespace is separated from its Editor-only tooling. - Starter-menu and gameplay scenes are preconfigured for the included flow.
- Levels, palettes, themes, booster definitions, and service settings are data driven.
- Buyer-facing HTML documentation explains setup, puzzle architecture, both level tools, boosters, customization, limitations, and extension points.
- Public WebGL and Android builds allow the project to be evaluated before purchase.
⚠️ BEFORE A PRODUCTION RELEASE
- The downloadable APK is a development/demo build rather than a production-signed store binary.
- Replace test AdMob identifiers and configure real store products before monetizing a release.
- Production signing credentials, privacy-policy URL, and platform-console credentials are not supplied.
- Background music is not included; sound effects and audio-system support are included.
- Native platform features require the buyer's own accounts, dashboards, and configuration.
- Review every test or simulated service setting before submitting a derived game to an app store.
🤖 CREATED WITH AI
AI-assisted code generation tools were used during development, primarily Claude Code for generating C# code, with a small proportion of assistance from GPT-based models (via Codex). All AI-generated code was manually reviewed, modified, and integrated to ensure correctness, performance, maintainability, and compatibility with the overall project.
OpenAI ImageGen (via Codex) was used to generate selected shipped 2D UI and tutorial artwork—specifically the booster/power-up icons and their tutorial images. The generated outputs were selected from several generations, cleaned of embedded metadata, resized to the project's UI sprite sizes, imported with the project's sprite settings, and checked in-game for readability at button scale. All generated assets were manually reviewed for licensing suitability and technical correctness.
The complete file-by-file list of AI-generated assets, the tool used for each, and the modifications applied afterwards ships inside the package as Assets/YarnBounce/AI-DISCLOSURE.txt.
📜 LICENSE AND PACKAGE BOUNDARY
The package uses Robert Penner's easing equations under the BSD license, with the full notice retained in source. Optional vendor SDKs, including the Google Mobile Ads Unity plugin, Google Play Games plugin, and External Dependency Manager for Unity, are not bundled; see Third-Party Notices.txt in the package for the verified dependency and license inventory.
🔗 GUIDANCE
The online Yarn Bounce guide covers opening the project, navigating its scenes, understanding the runtime structure, using both level-authoring paths, configuring palettes and machine themes, working with boosters, extending the data model, and resolving common setup issues.

