- Asset type: Complete game template; C# runtime and level authoring tools
- Unity: Unity 6; verified 6000.0.62f1. Earlier versions are not certified
- Verified Editor version: 6000.0.62f1
- Render pipeline: Universal Render Pipeline 17.0.4
- Color space: Linear
- Primary orientation/layout: Portrait; responsive browser canvas preserves 9:16
- Input: Touch and mouse
- Included levels/content: 500 JSON levels; all 500 imported winning witnesses passed; 190 distinct formations measured in the current clean buyer import
- Included gameplay systems/boosters: Crowd Shuffle (waiting-row match), Balloon (targeted lift to a free bay), Bus Shuffle (equal-size vehicle swaps); player-level unlocks 2/7/12 with two initial uses each
- Authoring tools: Manual Level Editor and Auto Level Generator; JSON campaign authoring
- Scenes: 3
- Prefabs: 1
- Scripts: 699 C# files; 9 assembly definitions
- Shaders/materials: 2 shader sources; 7 materials
- Textures/sprites: 58 images; 48–1672 px wide, 48–1536 px high; exact dimensions and formats in technical-inventory.json
- Audio: 48 WAV clips; sample rates [44100, 48000] Hz; bit depths [16]; channels [1, 2]; 0.08–2.12 seconds per clip; 31.24 seconds total
- Data format: JSON level data; Unity scenes, prefabs and ScriptableObject configuration
- Required 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 separately
- Optional integrations: Google Mobile Ads/AdMob, LevelPlay, AppsFlyer and platform services require separate SDKs and buyer credentials; SDK binaries are not bundled
- Ads: 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 release
- Verified build targets: See current build receipts and validation status in publishing evidence
- Supported project targets: Android and WebGL; Windows used for buyer-import gameplay validation. iOS/native-device acceptance is not certified
- Known limitations: Recorded source evidence levels are read-only in the spatial editor. Original handoff identifies third-party gameplay recordings and generated models; corresponding ownership/rights and historical tool-version declarations require confirmation. Editor display fixes and new capture approval are separately recorded. Production signing, privacy/consent, store products, live ad/billing/account certification and original game provenance confirmation remain pending
An open path is only half the puzzle. In Bus Crowd, a departing bus must also find waiting passengers of its colour before the timer expires. Tap vehicles out of a crowded depot, use four parking bays wisely and clear every bus as the queue and available routes change. The template includes ads, a 500-level campaign and the integrated HyperCasual LiveOps Kit.
Try First: Play in Browser | Download the Android Demo | Read the Online Guide
Included LiveOps asset: View the complete HyperCasual LiveOps Kit on the Unity Asset Store
Read the depot, then dispatch
Vehicle headings and blocked exit paths determine which buses can move. A bus reaches an available bay, boards matching passengers and leaves when full. Mystery buses reveal as the depot opens, adding another decision to a timed board.
A crowd that changes your next move
Passenger rows travel around the ring road and feeder arms. Vehicle colour, capacity, parking availability and the waiting sequence work together; clearing one blocked exit can change the order that makes the remaining depot solvable.
Three ways to recover a tight board
Crowd Shuffle brings a matching waiting row forward, Balloon lifts a selected blocked bus into a free bay, and Bus Shuffle swaps equal-size waiting vehicles. Their existing effects connect to the shared stock, tutorial and offer flow, with separate introductions at levels 2, 7 and 12.
Author the route and prove the board
The visual editor exposes bus placement, rotation, size, colour and mystery state, plus route copies and formations. A generator builds seeded campaigns and replays accepted dispatch witnesses through the real simulation. Review a small append batch, validate it and publish it with the previous campaign preserved. Recorded evidence levels are read-only in the spatial canvas.
Carry the result into your game loop
The shared menu connects level selection, rewards, local progression, offers, missions and LiveOps surfaces. Ads are included through provider adapters and LocalQA configuration. The downloadable demos use local/mock providers; configure your own vendor SDKs, consent and production IDs before release.
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 [email protected]
Hosted browser demo refresh is pending; the validated local WebGL archive is included in the kit.
