Unity
Gin Rummy - Complete Game Tutorial
$14.90
Rated 2.0/5 from 3 ratings on Unity.
Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $14.90. The latest store price is $14.90, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $14.90 | Latest store price |
About Gin Rummy - Complete Game Tutorial
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Learning & Tutorials
- Art & Visuals > 2D
A polished, production-ready Gin Rummy card game for Unity 6. Press Play and you have a full game: splash screen, match flow, animated drag & drop card play against an AI opponent, round and match scoring, and a rematch loop. Ship it as-is, reskin it, or use the engine as the foundation of your own card game.
A real rules engine, not just scripts. All game logic lives in GinRummy.Rules — a pure C# assembly with no UnityEngine dependency. The meld solver is exact: it searches all non-overlapping meld combinations, so the displayed deadwood is always the true minimum (greedy solvers get overlapping run/set hands wrong). Knock, Gin, Big Gin, lay-offs and undercuts are all implemented to the classic rules and covered by 40 EditMode unit tests, plus a PlayMode smoke test that auto-plays the real game scene.
Fair, configurable AI. Three difficulty levels (Random / Greedy / Tracking) driven by ScriptableObject profiles. Bots see only public information — their own hand, the discard pile and what the opponent picked up — so they never cheat. Writing your own strategy takes about 20 lines of plain, unit-testable C#.
Customize without code. Rule variants (knock threshold, Gin/Big Gin/undercut bonuses, points to win) are ScriptableObject assets — duplicate one to get e.g. straight gin. Card faces are plain PNGs loaded by path, so reskinning means replacing textures. One shared Card prefab, a neutral brandable splash screen, and editor setup tools (auto-wire scene references, recreate default settings) included.
Headless-ready. The deterministic GinRoundEngine / GinMatch state machine runs without Unity — use it for simulations, balancing, or a server-authoritative backend.
Everything is documented in the included manual: quick start (60 seconds), architecture, configuration, extending the AI, reskinning and troubleshooting. Clean, commented source code makes this a great learning project as well as a shippable game.
A real rules engine, not just scripts. All game logic lives in GinRummy.Rules — a pure C# assembly with no UnityEngine dependency. The meld solver is exact: it searches all non-overlapping meld combinations, so the displayed deadwood is always the true minimum (greedy solvers get overlapping run/set hands wrong). Knock, Gin, Big Gin, lay-offs and undercuts are all implemented to the classic rules and covered by 40 EditMode unit tests, plus a PlayMode smoke test that auto-plays the real game scene.
Fair, configurable AI. Three difficulty levels (Random / Greedy / Tracking) driven by ScriptableObject profiles. Bots see only public information — their own hand, the discard pile and what the opponent picked up — so they never cheat. Writing your own strategy takes about 20 lines of plain, unit-testable C#.
Customize without code. Rule variants (knock threshold, Gin/Big Gin/undercut bonuses, points to win) are ScriptableObject assets — duplicate one to get e.g. straight gin. Card faces are plain PNGs loaded by path, so reskinning means replacing textures. One shared Card prefab, a neutral brandable splash screen, and editor setup tools (auto-wire scene references, recreate default settings) included.
Headless-ready. The deterministic GinRoundEngine / GinMatch state machine runs without Unity — use it for simulations, balancing, or a server-authoritative backend.
Everything is documented in the included manual: quick start (60 seconds), architecture, configuration, extending the AI, reskinning and troubleshooting. Clean, commented source code makes this a great learning project as well as a shippable game.