memo-padOverview

Description

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.

Swipe Gunner is intended for mobile platforms (Android, iOS, and WebGL) and is suitable for beginner to intermediate Unity developers.


What’s Included in the Template

Core Gameplay Systems

  • Swipe-based movement and aiming system

  • Weapon system

  • Rocket launch system

  • Player systems: shooting, health, damage, explosions

  • Health and damage system

  • Camera controller

  • Haptic feedback support

Progression & Meta Systems

  • Expandable upgrade system with permanent progression:

    • Armor – increases player health

    • Vehicle – improves movement speed

    • Weapon – increases damage

    • Bullets – increases ammo capacity

    • Rockets – enhances explosive damage

  • Money system

  • Reward system

  • Save system

Enemy Systems

  • Enemy AI with basic behavior

  • 2 unique animated enemy types:

    • Tentacle

    • Stickman

  • Customizable enemy and player stats (health, damage, speed, etc.)

  • Enemy spawn editor

User Interface

  • In-game HUD

  • Settings window

  • Loading screen

  • Tutorial swipe screen

  • Level complete screen

  • Level failed screen

Level & Content Setup

  • Basic level setup

  • Tutorial system

  • Example scenes

  • Ready-to-play demo levels

Visuals & Audio

  • Particle effects

  • Sound effects

Data & Extensibility

  • Easy game data management

  • Designed to be easily expandable and customizable

Project architecture

The project is built using Zenject for dependency injection and follows a State Machine–based architecture, ensuring clear game flow management, modularity, and easy extensibility. For details on the project architecture—including its components, how they interact, and how to extend the system—please see: link

First launch

To run the game, open the Bootstrap scene located in Assets/KrolStudio/SwipeGunner/StaticAssets/Scenes and press Play.

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On the first launch, the user interface may be non-interactive. This can occur after importing the .unitypackage. Please restart the Unity Editor to ensure all components are properly initialized. After restarting, the interface and gameplay should function correctly.

Project structure

Project Files contain 2 major folders:

  • Scripts — contains all runtime and editor scripts that power gameplay systems, UI, and development tools.

  • StaticAssets — contains static project resources used by the template, including graphical assets, audio files, animations, models, prefabs, scenes, shaders, textures, fonts, and configuration data. This folder does not contain executable logic and is intended solely for asset storage.

Detailed information about the folder structure can be found here: Project Folders

Scenes

The project has 2 scenes:

  • Bootstrap — a small scene that is loaded first and used for initialization of services.

  • Level — gameplay scene of the project.

It is not required to keep the Bootstrap scene open to run the game. When the Play button is pressed, the system automatically loads the Bootstrap scene first. Please refer to the documentation here: Auto Bootstrap Loader

For more details about how scene loading is structured, please refer to the documentation here: Scene Architecture and Zenject Setup

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