Build a Hyper-Casual Game
One-tap gameplay, simple mechanics, endless fun — everything you need to prototype a hyper-casual mobile game from zero to playable.
Learning Path
Follow these steps in order to build your Hyper-Casual Game.
Included Scripts
Swipe Input Controller
Detects touch swipes in four directions with configurable thresholds and dead zones. Fires UnityE...
public enum SwipeDirection { None, Up, Down, Left, Right }
[SerializeField] private float minSwipeDistance = 50f;
public UnityEvent onSwipeUp;Tap Input Handler
Handles single tap, double tap, and long press gestures with configurable timing. Provides tap po...
public UnityEvent<Vector2> onSingleTap;
public UnityEvent<Vector2> onDoubleTap;
public UnityEvent<Vector2> onLongPress;Endless Runner Controller
Complete endless runner character controller with auto-forward movement, lane switching, jump and...
[RequireComponent(typeof(CharacterController))]
public class EndlessRunnerController : MonoBehaviour
{
[SerializeField] private float laneWidth = 2.5f;
[SerializeField] private float jumpForce = 10f;Stack Mechanic
Tap-to-place stacking game mechanic where a moving block must be stopped to align with the previo...
public class StackMechanic : MonoBehaviour
{
[SerializeField] private float perfectThreshold = 0.05f;
float overhang = currentPosX - previousBlockPosX;Score Manager
Complete score management system with high score persistence, combo multipliers with decay, and s...
public static ScoreManager Instance { get; private set; }
public void AddScore(int points)
{
int earnedPoints = points * ComboMultiplier;Related Systems
Hyper-Casual Starter Kit
Everything you need to prototype hyper-casual games in hours — one-tap input, endless runner template, stack mechanic, score tracking, and swipe controls.