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HintOnce — First-Time Hints With One Line of Code preview
Unity

HintOnce — First-Time Hints With One Line of Code

By schnurbusch

FREE

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: FREE. The latest store price is FREE, matching the lowest recorded price shown here.

Recorded prices for HintOnce — First-Time Hints With One Line of Code 2 price observations from Aug 12, 2026 to Oct 31, 2026. Lowest recorded price FREE. Exact dates and prices are listed below. $0.00 $0.50 $1.00 Aug 12, 2026: FREE. Unity First Price 2026-08-12 2026-08-12 Oct 31, 2026: FREE. Latest store price Aug 12, 2026 Oct 31, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
FREELatest store price
FREEUnity First Price 2026-08-12 2026-08-12

Sale and bundle history

The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About HintOnce — First-Time Hints With One Line of Code

  • Art & Visuals > UI & GUI
Every game has to explain itself the first time a player opens the shop, the map, the inventory. Building that means a prefab, a canvas, a manager, a "have they seen it?" flag — for a card with two lines of text.

HintOnce is that card, minus the work:

Hint.Show("first_shop", "The Shop", "Spend coins on upgrades here.");

That is the whole integration. The FIRST time this line runs, a styled hint card appears over your game. Every later time, it does nothing. No prefab to place, no canvas to configure, no manager to drag into a scene — the overlay builds itself the first time it is needed and survives scene loads.

WHAT YOU GET
- One-line API: Hint.Show(id, title, body) — that's the integration
- Shows once per id, remembered across sessions (PlayerPrefs)
- Optional callback that also fires for already-seen hints, so coroutine chains never stall
- Several hints in the same frame queue up instead of overwriting each other
- Full theming: colors, badge/button labels, card size, sorting order; dark and light themes
- Events for audio and analytics — no dependency on any specific audio system
- Reset(id) / ResetAll() for "New Game", plus a Reset All Hints editor command
- Interactive demo that builds its UI at runtime
- Full C# source, no DLLs, no external dependencies

WHAT IT IS NOT
A tutorial framework: no arrows pointing at buttons, no multi-step tours, no highlight cut-outs. It does the 90% case — "explain this thing once" — in one line.

REQUIREMENTS
Unity 6+ with uGUI and TextMeshPro (both ship with Unity 6). Works on all platforms including WebGL and mobile, with both input backends, and is Fast Enter Play Mode safe.

Extracted from the shipped game Famechaser, where it explains day planning, the studio and the shop the first time each is opened.

Unity price last checked .

Prices and availability may change.