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Build the service layer of your Unity mobile game faster
HyperCasual LiveOps Kit is a modular, source-code toolkit for Unity 6 mobile games. It combines LiveOps, monetization, player retention, progression, virtual economy, analytics, mobile platform services, persistence, UI feedback, starter UI and editor tooling in one package.
Use the included simulated and in-engine backends to build and test complete player flows before installing production SDKs. When you are ready to ship, select the required provider, install its SDK and enable the corresponding scripting define without rewriting gameplay code.
Suitable for hyper-casual, hybrid-casual, casual, puzzle, arcade and other mobile games that need reusable systems for ads, in-app purchases, daily rewards, quests, battle passes, offers, cloud save, notifications and live configuration.
LiveOps, progression and player retention
- Quests and achievements — Author daily, weekly, event and permanent objectives driven by gameplay events, with progress tracking, rewards and claims.
- Battle pass — Configure seasonal XP progression, tiers, free and premium reward tracks, unlocks and claims.
- Energy system — Spend and regenerate lives with persisted state, offline catch-up, countdowns and rewarded refills.
- Timed offers — Present limited-time, early-session and event-triggered promotions with eligibility rules and cooldowns.
- Daily rewards and starter gifts — Build configurable login streaks, special reward days, grace rules and optional rewarded-ad doubling.
- Reward minigames — Configure a reward wheel, slot machine and mystery chests with weighted outcomes, cooldowns, keys and reusable reward data.
- Content gating and unlock rules — Gate levels, cosmetics, offers or other content by progress, currency, flags, time, cooldowns or custom player context.
- Rate-us prompts — Use throttled review requests, soft pre-prompts and native-store fallbacks.
- Level progression — Configure visible and unlocked levels, rewards, completion state and progression gifts through the starter-menu workflow.
Mobile monetization and virtual economy
- Ads and mediation-ready backends — Route rewarded, interstitial and banner ads through selectable providers and named placements.
- Ads Pro — Add frequency capping, ad-free entitlements, App Open, Rewarded Interstitial and Native ad flows where supported by the selected provider.
- In-app purchases — Define consumables, non-consumables, rewards, restore flows and store-backed product catalogs.
- Purchases Pro — Add subscriptions, coupons, limited-time products and optional server receipt-validation requests.
- Virtual wallet — Persist soft and premium currency balances with transaction reasons and balance-change events.
- Shop and cosmetics — Configure currency-priced, ad-unlocked, gated and real-money catalog items, cosmetic ownership and equip state.
- Offers and entitlements — Connect promotions, purchases and ad-free state to the same service layer used by the starter UI.
Mobile platform services
- Game services — Expose sign-in, achievements and leaderboards through a backend-neutral API.
- Cloud save — Upload and download versioned save payloads with selectable conflict policies, offline fallback and recovery flows.
- Consent and privacy — Coordinate regional consent, privacy options and tracking-authorization flows, including ATT-ready integration points.
- Local and push notifications — Schedule local reminders and connect push providers through dedicated backends.
- Remote config — Read typed values from simulated, local or configured remote sources.
- App updates and deep links — Parse incoming routes and present update prompts through platform adapters.
- Sharing, web view and native UI — Compose native shares, open embedded web content and request alerts, action sheets, prompts and native toasts with in-engine fallbacks.
- Runtime permissions — Request supported device permissions through platform-aware services and build-time configuration.
- Attribution and crash reporting — Keep provider-specific implementations behind module interfaces and compile-time gates.
Foundation, UI and feedback systems
- Versioned save system — Store data with migrations and replaceable local persistence backends.
- Analytics event pipeline — Fan events out to one or more sinks without coupling gameplay code to a vendor.
- Audio engine — Pool sources, organize sound banks and control category volume through a reusable game-audio service.
- Localization — Resolve keys from locale tables and refresh bound labels when the active locale changes.
- Haptics — Trigger intent-based patterns through Editor, Android, iOS or disabled backends.
- Toasts, popups and UI widgets — Queue transient messages and modal views through reusable UI services.
- Scene flow and timing — Use faded scene loads, cooldowns, replaceable time sources and tween helpers.
- Portable power-ups — Define inventory, capacity, visuals and tutorials in reusable assets while registering game-specific effects separately.
- Developer console — Expose repeatable QA actions behind an explicit compile-time gate.
Editor tools and included content
- Full C# source for runtime services, backend adapters, editor tools, starter UI and native bridges included with the kit.
- Game Setup Assistant for levels, minigames, quests, achievements, daily gifts, economy, LiveOps content, services and project validation.
- Advanced Toolset with a searchable overview, module health checks, provider configuration, production readiness warnings and direct module tabs.
- ScriptableObject settings, preset catalogs and starter data for the included systems.
- Feature Dashboard, Starter Menu and authored MainGameUI scenes that exercise connected player flows.
- Simulated, dummy and in-engine backends for developing before optional native SDK installation.
- Edit-mode and play-mode test assemblies covering services, backends and starter integrations.
- A searchable HTML manual with setup guidance, API examples, integration notes, troubleshooting, release notes and third-party notices.
- Automated validation and CI entry points for checking project setup.
Requirements and compatibility
- Unity: 6000.0 or newer (Unity 6+)
- UI: uGUI and TextMeshPro
- Render pipelines: Built-in Render Pipeline, URP and HDRP
- Target use: Mobile games, including Android and iOS
- Source: Full C# source; no precompiled gameplay DLL required
- Bootstrap: Services initialize automatically; no dedicated bootstrap scene is required
Known limitations
- Third-party provider SDKs are not bundled. Production provider modes require the developer to install the selected vendor package, configure its account and credentials, and enable the matching scripting define.
- Simulated and in-engine backends demonstrate application flow; they do not reproduce provider dashboards, real store transactions, delivery guarantees or every device-specific behavior.
- Server receipt validation, authoritative time checks, hosted Remote Config and remote content require endpoints operated or selected by the developer.
- Native notifications, permissions, sharing, store prompts, haptics and platform services require configuration and testing on the intended devices.
- The Starter Menu, MainGameUI and Feature Dashboard are examples and integration surfaces. They are not a finished game or a hosted LiveOps backend.
- Provider terms, privacy disclosures, store configuration and regional compliance remain the publisher's responsibility.
Third-party content
Asset uses Robert Penner's Easing Equations under the BSD 3-Clause License; see Third-Party Notices.txt file in package for details. All other content in this package - C# source, native plugin source, audio, art, scenes and assets - is original work by Satisvizion. No third-party provider SDKs are redistributed in this package.
Support
satisvizion@gmail.com