Jewel Coloring | Puzzle Game Template + Level Editors + Ads – Unity Hypercasual Game Source Code

    Version 1.0.0

    Jewel Coloring | Puzzle Game Template + Level Editors + Ads
    1/11

    Compatibility

    Unity version
    6000.0 or newer
    Built in Unity 6
    Render pipelines
    URP

    Description

    Create a hyper casual color-matching puzzle with Unity 6 URP, 500 picture levels, three boosters, visual level editors, LiveOps, and ads included.
    • Asset type: Complete mobile color-matching picture puzzle 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 tap input with Editor and desktop fallbacks.
    • Included levels: 500 contiguous JSON picture levels.
    • Picture/content system: 70 picture subjects and 19 available color swatches.
    • Included boosters: 3 — Magic Wand, Paint Brush, 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: 9 shipped prefabs.
    • Scripts: 949 C# files across the exported publish roots, including Editor tooling and tests.
    • Shaders/materials: 17 shader files, 4 Shader Graph assets, and 10 materials.
    • Textures/sprites: 59 PNG images; dimensions range from 48×48 to 1672×941 pixels, including 512×512 icons and 1254×1254 menu artwork.
    • 3D/model content: 8 GLB model masters plus shipped Unity model/prefab assets; the optional GLB masters require glTFast only when re-imported.
    • 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 taps and campaign-authoring metadata.
    • Required Unity packages: URP 17.0.4, Input System 1.8.1, Unity UI 2.0.0, and packages resolved by the included manifest.
    • Optional package: glTFast 6.10.1 is used only to re-import the included .glb masters; shipped prefabs work without re-importing them.
    • 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.jewelcoloring; 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, policy URLs, platform-console credentials, native-device certification, and commercial difficulty balancing are not included.

    Transform scrambled gems into recognizable pixel-art pictures with Jewel Coloring, a complete Unity 6 URP puzzle game template for color matching, group selection, shelf management, and satisfying picture reveals. The editable project includes a 500-level portrait campaign, source code, two visual level-authoring paths, three boosters, mobile systems, and ads integration.

    Players tap a connected group of same-color misplaced gems, send the group into matching empty sockets, or temporarily park it on a limited shelf. Completing colors opens more shelf space; filling the shelf at the wrong moment loses the level. The result is a thoughtful but accessible hyper casual loop that combines coloring, sorting, and spatial planning.

    Try the project: 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

    💎 BUILD THE PICTURE ONE COLOR AT A TIME

    • Select an 8-connected group of same-color gems that are not yet in their correct sockets.
    • Send the group into matching empty regions, with remaining selected gems preserved for the next move.
    • Park groups on the shelf when the board does not yet offer the right destination.
    • Re-select shelved colors and return them to the picture before the limited shelf overflows.
    • Complete each color to unlock additional shelf slots and reveal the final picture.
    • Use deterministic simulation and readable JSON data for repeatable gameplay and testing.

    🖼️ 500 PICTURE-BASED LEVELS

    • 500 contiguous levels are included, with saved solutions replayed through the game simulation.
    • The campaign draws from 70 recognizable picture subjects across food, objects, toys, plants, animals, and vehicles.
    • Nineteen color swatches support early simple pictures and late multi-color boards.
    • Levels introduce whole-region scrambles, fragmented groups, shelf arrivals, tighter starting capacity, cut-out silhouettes, and dense master pictures.
    • Level 1 and level 200 preserve the two recorded source boards; the other 498 are generated from the saved seed and progression rules.
    • Campaign audits cover color conservation, geometry, solution replay, picture variety, subject repetition, chapter rules, and difficulty pacing.

    🧰 VISUAL LEVEL EDITING AND SEEDED GENERATION

    The Manual Level Editor draws the real picture grid, socket colors, starting gems, shelf state, arrivals, and locked slots. Paint sockets and gems, erase cells, resize the board, adjust colors and shelf capacity, solve a witness, validate, save, and play the selected level.

    The Automatic Level Generator builds deterministic campaigns from a saved seed. Choose the final count and rule parameters, generate into the editor, review the actual picture boards, then publish only after validation. Generated and hand-edited levels share the same JSON pipeline.

    🪄 THREE WORKING BOOSTERS

    • Magic Wand — level 2: sends one useful gem to its correct socket.
    • Paint Brush — level 7: completes the remaining sockets of the selected or next unfinished color.
    • Magnet — level 12: pulls a compatible shelved gem into the picture.
    • Each booster grants two free charges once at its first legitimate unlock.
    • Invalid actions cost nothing; zero stock opens the connected refill flow.
    • Inventory, tutorials, unlock state, targeting, purchase/refill transactions, and persistence are integrated.

    🚀 MOBILE SYSTEMS, LIVEOPS, AND ADS INCLUDED

    The integrated HyperCasual LiveOps Kit supplies 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 native fallbacks.

    Ads are included. The Google Mobile Ads adapter and guided installer workflow ship with the project. The Google vendor SDK itself is not redistributed; install the current SDK and configure test/production identifiers before release. Purchases and account-backed services use local or simulated behavior until the buyer supplies real products, credentials, policies, and dashboards.

    🎨 RETHEME AND EXTEND

    • Replace gem, socket, shelf, material, shader, effect, sound, and UI presentation independently.
    • Edit the 19-color palette or add new swatches for a different visual identity.
    • Add new picture subjects, silhouettes, chapter rules, and scramble strategies to the generator.
    • Extend the JSON contract and expose the new fields through the editor adapter.
    • Customize the menu, economy, rewards, boosters, shop, offers, minigames, and result flow through data assets.

    ⚠️ PRODUCTION BOUNDARIES

    • The 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.
    • Dense late levels and native touch comfort require the buyer's own target-device and commercial balance review.
    • The alternative AI-generated GLB model masters are included with the project; the default no-backend model set is built in code.

    📜 LICENSE AND PACKAGE BOUNDARY

    Asset uses Robert Penner's easing equations under the BSD 3-Clause License 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 SUPPORT

    The online Jewel Coloring guide covers setup, the gem/shelf rules, the 500-level picture campaign, both authoring tools, boosters, level format, customization, dependencies, and limitations.

    For product help, contact SatisVizion at [email protected]

    Ads are included and require production SDK/configuration before release.

    • Asset type: Complete mobile color-matching picture puzzle 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 tap input with Editor and desktop fallbacks.
    • Included levels: 500 contiguous JSON picture levels.
    • Picture/content system: 70 picture subjects and 19 available color swatches.
    • Included boosters: 3 — Magic Wand, Paint Brush, 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: 9 shipped prefabs.
    • Scripts: 949 C# files across the exported publish roots, including Editor tooling and tests.
    • Shaders/materials: 17 shader files, 4 Shader Graph assets, and 10 materials.
    • Textures/sprites: 59 PNG images; dimensions range from 48×48 to 1672×941 pixels, including 512×512 icons and 1254×1254 menu artwork.
    • 3D/model content: 8 GLB model masters plus shipped Unity model/prefab assets; the optional GLB masters require glTFast only when re-imported.
    • 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 taps and campaign-authoring metadata.
    • Required Unity packages: URP 17.0.4, Input System 1.8.1, Unity UI 2.0.0, and packages resolved by the included manifest.
    • Optional package: glTFast 6.10.1 is used only to re-import the included .glb masters; shipped prefabs work without re-importing them.
    • 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.jewelcoloring; 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, policy URLs, platform-console credentials, native-device certification, and commercial difficulty balancing are not included.

    Jewel Coloring | Puzzle Game Template + Level Editors + Ads

    Version 1.0.0

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    $39.99

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