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.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $19.99 | Latest store price | |
| $9.99 | Autumn 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
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