- Asset type: Complete mobile traffic puzzle game 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 drag input with Editor and desktop fallbacks.
- Included levels: 500 contiguous JSON campaign levels.
- Included boosters: 3 — Freeze, Hammer, 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: 1 shipped prefab; most runtime presentation is assembled from scenes and data.
- Scripts: 962 C# files across the exported publish roots, including Editor tooling and tests.
- Shaders/materials: 18 shader files, 4 Shader Graph assets, and 11 materials.
- Textures/sprites: 62 PNG images; dimensions range from 48×48 to 1682×935 pixels, including 512×512 icons and 1680-class tutorial panels.
- 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 routes and campaign-authoring metadata.
- Required Unity packages: URP 17.0.4, Input System 1.14.2, Unity UI 2.0.0, and packages resolved by the included project manifest.
- 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.skyrush; 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, privacy/terms URLs, platform-console credentials, and native-device certification are not included. Human commercial balancing remains the buyer's responsibility.
Clear the runway one vehicle at a time with Sky Rush: Traffic Puzzle, an editable Unity 6 URP puzzle game template built around compact traffic boards, color-matched passenger queues, directional movement, and timed departures. It combines a complete hyper casual gameplay loop with a 500-level campaign, source code, visual content tools, mobile systems, and ads integration.
Players drag aircraft-shaped vehicles across the grid, align each craft with a matching gate, board the waiting passenger group, and free enough space for the remaining traffic. Horizontal, vertical, and L-shaped footprints create the core jam-puzzle logic; later stages introduce masks, stacks, ice, obstacles, one-way craft, keys, and locked gates.
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
✈️ TRAFFIC PUZZLE GAMEPLAY
- Drag valid craft through the board while footprint, collision, axis, mask, and obstacle rules are enforced.
- Match vehicles with compatible gates and board the front color-coded passenger group.
- Watch completed vehicles lift and depart, opening new movement routes through the traffic jam.
- Manage the countdown and use board space efficiently before time reaches zero.
- Progress into turned and mirrored L pieces, stacked vehicles, frozen craft, directional pieces, keys, and locked gates.
- Keep gameplay logic deterministic and data driven through readable per-level JSON.
🗺️ A 500-LEVEL CAMPAIGN WITH PROVEN ROUTES
- 500 contiguous levels ship as Level_1.json through Level_500.json.
- Levels 1 and 200 preserve the two recorded source boards; the other 498 come from the saved campaign generator.
- Every generated level includes a witness route replayed through the same simulation used by the game.
- Campaign checks cover board geometry, vehicle footprints, passenger/seat conservation, gate access, locks, timers, variety, and completion.
- Difficulty develops through silhouettes, craft counts, queue layouts, time pressure, obstacles, ice, stacks, and gate rules.
🛠️ DESIGN ONE LEVEL OR GENERATE A CAMPAIGN
The Manual Level Editor provides a spatial canvas for masks, vehicles, gates, passenger queues, blockers, ice, rotation, mirroring, keys, timing, and campaign order. Duplicate, revise, validate, save, and play-test individual levels without editing raw JSON.
The Automatic Level Generator produces deterministic batches from a saved seed and progression plan. Generated stages and manually authored stages use the same runtime format, so a team can build a large foundation quickly and refine selected puzzles by hand.
🧲 THREE INTEGRATED BOOSTERS
- Freeze — level 2: pauses the countdown for ten seconds and prevents invalid stacking.
- Hammer — level 7: targets and removes one eligible unloaded vehicle.
- Magnet — level 12: boards the front compatible passenger group into a selected valid craft.
- Each booster grants two free charges once at its first legitimate unlock.
- Invalid targets do not consume inventory; zero stock opens the connected refill flow.
- First-use explanations, inventory persistence, targeting feedback, and unlock states are included.
📱 LIVEOPS, MONETIZATION, AND ADS INCLUDED
The integrated HyperCasual LiveOps Kit supplies foundations for 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 platform-native fallbacks.
Ads are included. The Google Mobile Ads adapter and guided installer workflow are present. The buyer package does not redistribute the Google Mobile Ads vendor SDK; install the current SDK and replace test/local identifiers before production. IAP and other account-backed services remain in simulated or local mode until real products, credentials, policies, and dashboards are configured.
🎨 MAKE IT YOUR OWN
- Replace craft meshes, board materials, palettes, passenger styling, effects, audio, and interface art independently.
- Change chapter rules, time limits, craft counts, and mechanic introductions, then regenerate from a new seed.
- Extend the JSON level contract and expose new properties through the editor adapter.
- Retheme the starter menu, HUD, boosters, tutorials, rewards, shop, minigames, and result flow.
- Keep core simulation, presentation, Editor tooling, and LiveOps adapters separated as the project evolves.
⚠️ BEFORE SHIPPING A DERIVED GAME
- 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.
- Local desktop QA is recorded; perform your own Android/iOS device testing and commercial difficulty balancing.
- Review every test, dummy, or local service setting before an app-store release.
📜 LICENSE AND PACKAGE BOUNDARY
Asset uses Robert Penner's easing equations under the BSD 3-Clause License, plus Lilita One 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 Sky Rush guide covers setup, gameplay architecture, the 500-level campaign, both level-authoring paths, boosters, LiveOps configuration, customization, dependencies, and release limitations.
For product help, contact SatisVizion at [email protected]
Ads are included and require production SDK/configuration before release.
