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Public release of the Unity Royale project. All of the assets are redistributable.

Mask 8.51% C# 67.05% ShaderLab 21.53% HLSL 2.91%

unityroyale-public's Introduction

Unity Royale

A card-based tower defence game replicating gameplay similar to Supercell's Clash Royale (in simplified form). It is possible to play a short match against a "non-smart" AI that just plays cards non-stop.

Built to demonstrate Addressable Assets, it also showcases well LWRP and custom toon shaders (made with Shader Graph, the lighting done in a Custom Function Node), Cinemachine and Timeline Signals. Built for mobile from the ground-up.

Usage

To try out the project, just open the scene called "Main", and press Play.

You can find the ScriptableObjects used as cards under the folder "GameData". The 2nd level (the Cards) are the ones that have been marked as Addressable assets, and can be changed without rebuilding the whole game.

To learn about Addressable Assets, there's this talk from Bill Ramsour at Unite LA:

You can refer to my this talk at GDC for small tips on the usage of Timeline and Signals:

Also, to create a custom toon shader like the one used here you can refer to this talk at Unite Copenhagen:

Keep in mind though that the shader in this project is simpler than the one used in the talk.

Owner

Project created by Ciro Continisio. If you have questions, you can get in touch on Twitter

The shader can be freely used for commercial purposes, no need for credit (though it would be nice). Assets included are part of a Unity asset pack (see license for details).

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