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Swipe Gunner | Template preview
Unity

Swipe Gunner | Template

By KROL STUDIO

$19.99

Rated 0.0/5 from 1 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: $9.99. The latest store price is $19.99.

Recorded prices for Swipe Gunner | Template 2 price observations from Aug 26, 2026 to Nov 4, 2026. Lowest recorded price $9.99. Exact dates and prices are listed below. $0.00 $10.00 $19.99 Aug 26, 2026: $9.99. Autumn Sale Nov 4, 2026: $19.99. Latest store price Aug 26, 2026 Nov 4, 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
$19.99Latest store price
$9.99Autumn Sale

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 Swipe Gunner | Template

  • Audio > Sound Effects & Ambience
  • Tools, Systems & Learning > Game Templates & Systems
  • Tools, Systems & Learning > Development Tools & Automation
  • Theme > Military & Combat
  • Art & Visuals > UI & GUI
Swipe Gunner is a dynamic mobile game template where the player controls a weapon mounted on a vehicle, blasting through hordes of monsters on the way to the final destination. It comes with ready-to-play demo levels and is easy to expand, customize, and integrate into any project.

This template is an excellent starting point for building a complete mobile action game with intuitive swipe controls, or for use as a standalone gameplay module within a larger project.

Core Architecture
Dependency injection via Zenject — zero singletons, fully decoupled modules
Async game loop powered by UniTask
Signal-based communication between modules
Object pooling for enemies, projectiles, audio and UI popups
Addressables-based asset loading with auto-generated address constants
Four-scene architecture (Bootstrap, Global, UI, Gameplay)

Player Systems
Spline-based vehicle movement
Swipe-controlled turret with laser trajectory preview
Shooting system with ammo tracking
Rocket launcher with target detection and arc flight
Player health, damage, low-health effects and explosion fragments
Wheel rotation, smoke and fire visual feedback
Haptic feedback (iOS & Android)

Upgrade & Progression
Drag-and-drop merge board with animated part combining
5 upgradeable part types: Armor (health), Wheels (speed), Turret (damage), Ammo Box (capacity), Rocket (explosive damage)
Permanent progression saved between sessions
Weighted random part spawning based on current upgrade levels
Coin economy with wallet service

Enemy Systems
2 fully animated enemy types: Stickman and Tentacle
Stickman: 7-state AI (Idle, Wander, Chase, Attack, Hit, Dead, Inactive), ragdoll on death
Tentacle: sphere-cast attack with rotation toward player
Spline-based spawn system with visual editor (RectAlong, Circle, Rect zones)
Configurable stats: health, damage, speed, reward — scale with level index
Culling system: AI and rendering disabled for off-screen enemies

Monetization
3 ad mediation providers, swap via compile define: AppLovin MAX (APPLOVIN), LevelPlay / IronSource (LEVELPLAY), Google AdMob (ADMOB)
Banner, interstitial (with cooldown and level gate) and rewarded ads
Google UMP consent + iOS ATT tracking authorization
No Ads purchase support

Camera
Cinemachine-based system with 3 cameras: Start, Follow, Finish
Smooth blended transitions between states
Aspect ratio FOV correction — consistent horizontal FOV on any screen

User Interface
Stack-based navigation with separate popup stack
HUD: ammo counter, coin balance, level indicator, meter progress bar, rocket launcher button
Upgrade screen with merge board
Tap to Start, Level Complete, Level Failed, Settings screens
Loading curtain with animated shader
Safe Area support for notched devices

Tutorial System
Step-based tutorial driven by signal completion
Configurable steps via ScriptableObject — no code changes needed
Blocks UI interaction per step, restores on completion

Level System
ScriptableObject level database
Spline-based enemy spawn zones with Scene View Gizmos editor
Automatic level looping when all levels completed
Door triggers, speed change zones, camera switch zones

Audio
Pooled SoundEmitter — 2D, 3D fixed position, 3D follow transform
AudioMixer with separate Music and SFX groups
All sounds configurable via ScriptableObject (volume, pitch, loop, spatial blend)

Save System
Signal-driven persistence — no direct coupling between services and storage
5 independent data stores: Progress, Player parts, Board layout, Settings, Wallet
JSON serialization via PlayerPrefs
One-click reset via Editor tool

Editor Tools
Auto code generation for Addressables address constants (Ctrl+G)
Scene quick-open shortcuts
One-click PlayerPrefs clear
Enemy spawn zone visual editor with Gizmos
Script and folder structure exporters

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