This is the shortest reliable route through HyperCasual LiveOps Kit V2. Start with Tools > HLK > Start Here in Unity. The Toolset Overview mirrors the five steps below and keeps every action one click away.
Open Tools > HLK > Game Setup Assistant. Use it for the parts a game designer expects first: menu/gameplay scenes, levels, rewards, goals, minigames, offers, battle pass, economy data, and the portrait Starter Menu.
The Feature Dashboard and Starter Menu serve different purposes:
Both are listed as samples in package.json and both remain sample code/data. Do
not treat sample identifiers, products, rewards, or simulated provider results as
release configuration.
Use Generate Missing Starter Assets from Start Here or Tools > HLK > Generate Starter Config Assets. The generator fills missing references; review and rename the resulting catalogs and replace placeholder values before release.
Keep the package presets as references. Put game-owned variants in a project-owned folder when you expect to update or replace the asset later.
Use Complete V2 as a searchable module map, then open a module's current tab when one exists. The categories mean:
| Category | What belongs there |
|---|---|
| Monetization | Ads, IAP, offers, receipt/promotion authority |
| Engagement | Goals, quests, gifts, battle pass, energy, rate prompts |
| Platform | Identity-facing services, cloud, links, push, updates, game services |
| UI & Feedback | Audio, haptics, localization, native UI, sharing, web surfaces |
| Data & Setup | Analytics, consent, permissions, crash reporting, app identity |
| Complete V2 | Contract/domain inventory, dependencies, authority, and support evidence |
Configure only what the game needs. Dummy, Test, Simulated, and LocalPrototype paths are development tools. Explicit Production/provider paths do not silently turn into successful simulation when a required SDK or authority is absent.
Standalone game delivery: automatic vendor-SDK installation is disabled and no provider SDK is bundled. Shipping defaults are Ads Dummy (0) and IAP Disabled (3). To enable real AdMob ads, separately install the official Google Mobile Ads SDK using the vendor documentation, configure your own Android App ID, placement IDs, consent and provider settings, then perform device testing. Do not mix legacy unitypackage and UPM copies.
For the Remote Config tutorial, keep Fetch automatically on init enabled, publish a parameter, then restart the app / Play Mode and inspect active values. Startup attempts a fetch and activation; offline/failure retains cached/default data. Restarting is not a guarantee of fresh server values. Existing opt-out settings are respected. There is no automatic session polling.
The Remote Config panel is ordered **Source > Lifecycle > Active keys > key input
Typed reads**. Lifecycle provides Register defaults and one Pull config and apply (Force) action. Force requires confirmation and, in a player build, HLK_REMOTE_CONFIG_QA. Remove that define before publishing; no Development Build is needed. Force leaves Firebase's global settings and shared app intact. An active server throttle is displayed as a countdown and blocks retries until expiry. Success hides irrelevant failure details; unset timestamps are omitted. The panel refreshes its active-value display automatically. Recovery of an interrupted override from an older kit is retained for safe upgrades.
Same-session Firebase hot updates remain unverified. Use diagnostics and a minimal Firebase sample on the same SDK/platform to investigate further, rather than lowering production settings. RemoteValue can be cached; activation false does not prove throttling. Keep a nonzero release cache window.
There are three different validators; they are not interchangeable:
| Tool | Audience | What it proves |
|---|---|---|
| Game Setup validation | Game developer/designer | Scenes and game-facing asset references are coherent |
| Toolset static preflight / Build Doctor | Game developer/release engineer | Locally inspectable settings, compile markers, required files, and release-policy gates |
| Distributable package validation | Asset maintainer | The package being exported has clean metadata, paths, GUIDs, secrets policy, and export inventory |
Customer projects normally use the first two. Package validation/export, dependency repair, and generated-artifact cleanup are grouped under Tools > HLK > Maintainer because they maintain this distributable rather than configure a game. Reproducible sample showcase builders remain under Tools > HLK > V2 and reject Unity Development builds.
A green editor result is not production certification. Before release, separately:
Before importing a new major version, run Tools > HLK > Migration > Pre-Upgrade Backup and Scan... and choose a user-owned destination outside the package. Use the dry run first if you only want an inventory/report. Migration never replaces provider-console exports, store records, or normal source control backups.
Documentation.html — complete module/API manual.V2_IMPLEMENTATION_GUIDE.md — architecture and integration examples.