Mini Game Templates · Solitaire 4.0 Pack

Card-based patience templates with reusable card visuals, rule engines, scoring, and undo-friendly flows.

Unity 6000.0.62f1+10 games30 boosters40 achievementsLiveOps Kit bundled

🏠 Overview

10 fully playable mini-games, each with boosters, achievements, reskin slots, a first-run tutorial, per-level difficulty scaling and light/dark theming — all driven by one shared runtime.

WhiteheadKlondike, all face up; build down by colour, same-suit runs move together.
WestcliffTen columns of three; build down by alt colour; stock deals a full row.
Thumb and PouchKlondike where tableau builds down in any suit but the same one.
Australian PatienceSeven columns of four; build down by suit; Yukon-style grabs.
SpideretteOne-deck Spider; build down any suit; clear same-suit King-to-Ace runs.
Will o' the WispSpider variant; seven columns of three face up; clear same-suit K-A runs.
MarthaAces pre-placed; twelve columns; build down by alt colour, single cards.
FortressTen columns; tableau builds up OR down by suit; no redeal.
Streets and AlleysEight columns, no reserve; build down any suit; foundations up by suit.
ChameleonCanfield variant; reserve + wrapping foundations; build down any suit.
One contract, 10 implementations. Every game implements IMiniGame and is discovered automatically by reflection — no scene wiring, no prefab lists.

Shared capabilities

💥 BoostersPer-game power-ups with persistent counts and refund safety.
🏆 AchievementsProgression goals per game, tracked persistently, with coin rewards.
🎨 ReskinsDrop in your own art per slot, per game — no code required.
🎯 TutorialsFirst-run overlay walkthroughs, defined declaratively per game.
📈 Level scalingAuto-generated difficulty curves, editable in the Studio.
🌙 Light & darkOne toggle re-themes the chrome and every game.
🎁 LiveOps Kit bundledAds, IAP, haptics, rate-us, notifications and more — the full HyperCasual LiveOps Kit ships in this pack.

⚙ How it works

This is a procedural-UI games template. Every game builds its own interface and logic in C# at runtime inside the RectTransform you give it — there are no hand-placed prefabs to wire up. The shipped demo scene is a pre-baked snapshot of that build, so you can inspect the full hierarchy without pressing Play; on Play it rebuilds itself and becomes fully interactive.

The Studio

Open Tools > Mini Game Templates > Studio for per-game tuning panels. Settings you edit are saved to ScriptableObject assets under Assets/MiniGameTemplates/Resources/Config/ and loaded by the games at runtime.

Customization at a glance

What to changeWhere to find it
Game rules / difficulty / dimensionsStudio, or the game's <Game>Settings asset
Per-level difficulty curveStudio > game panel > Levels editor
Colours / overall lookMiniGameTheme asset, or the in-app DARK/LIGHT toggle
Game art (tiles, pieces, backgrounds…)Reskin system — Tools > Mini Game Templates > Reskin Editor
Boosters offeredEach game's <Game>BoosterSpec.cs
Deeper layout / behaviourThe game's <Game>Game.cs build code
Heads-up: because the UI is procedural, customization happens through data (settings assets, theme, reskins) rather than dragging things around a scene. The data-driven path covers day-to-day tweaks; source access covers the rest.

⚡ Quick start

  1. Import MiniGameTemplates-Solitaire4.unitypackage. If Unity offers to import TMP Essentials, accept — the demo UI uses TextMeshPro.
  2. Open Assets/MiniGameTemplates/Demo/MiniGameTemplates_Solitaire4.unity. The full demo is already baked into the scene.
  3. Press Play — the dashboard lists every Solitaire 4.0 game; pick, play, and try the boosters and cheat rail.
  4. Open Tools > Mini Game Templates > Studio and tune any game's settings.
  5. (Optional) Open Tools > HLK > Guided Setup to configure the bundled LiveOps kit — ads, IAP, notifications, rate-us and more (see the LiveOps Kit section).
  6. To ship a single game inside your own UI, use the IMiniGame contract:
IMiniGame game = new WhiteheadGame();
game.Mount(hostRect, context);   // context : IMiniGameContext
// ... later, when done:
game.Unmount();
Tip: the demo scene's dashboard is a complete reference implementation of IMiniGameContext (theme, audio, save, events, wallet, score) — copy it or implement the interface with your own services.

🛠 Architecture

The IMiniGame contract

public interface IMiniGame {
    string Id { get; }                 // stable snake_case id, e.g. "solitaire4_whitehead"
    string DisplayName { get; }
    string Category { get; }
    string ShortDescription { get; }
    void Mount(RectTransform host, IMiniGameContext ctx);
    void Unmount();
    void NewRound();
    IEnumerable<CheatAction> GetCheatActions();
}

Auto-discovery

RegistryDiscoversConvention
MiniGameRegistryIMiniGame classes with a [MiniGame] attributeone per game
Booster registryIBoosterSpec implementations<Game>BoosterSpec.cs
Achievement registryIAchievementSpec implementations<Game>AchievementSpec.cs
Reskin registryIReskinSpec implementations<Game>ReskinSpec.cs
Tutorial registryITutorialSpec implementations<Game>TutorialSpec.cs

Per-game folder layout

Assets/MiniGameTemplates/Runtime/Solitaire4/<Game>/
    <Game>Game.cs             // gameplay + procedural UI
    <Game>Settings.cs         // ScriptableObject settings (+ static Default)
    <Game>BoosterSpec.cs      // booster definitions
    <Game>AchievementSpec.cs  // achievement definitions
    <Game>ReskinSpec.cs       // reskinnable sprite slots
    <Game>TutorialSpec.cs     // first-run walkthrough steps
Modular by design. Delete any single game's folder and the rest keep working. Add a new game by mirroring the layout — no edits to any other file required.

Runtime flow

Mount(host, ctx)NewRound() → player input loop → RoundWon / RoundLost event → NewRound() or Unmount()

🎮 Whitehead

Klondike, all face up; build down by colour, same-suit runs move together.

How to play

  1. Every card is face up. Build columns DOWN by colour — a red card goes on a red card one rank higher, black on black. Only an in-order SAME-SUIT run lifts as a group.
  2. Turn the stock for one card at a time onto the waste. Build the four foundations UP by suit from Ace to King. Clear all 52 cards to win.

Boosters

BoosterKeyEffect
HinthintHighlight a card or run that can move right now.
UndoundoTake back your last move.
Auto-LiftautoSend every card that already fits straight to the foundations.

Achievements

AchievementGoalReward
Clean Sheet
Win your first game of Whitehead.
1
Colour Theory
Win 10 games of Whitehead.
10200 coins
No Take-Backs
Win a game without using Undo.
1150 coins
Marathon
Finish 50 games of Whitehead.
50250 coins

Reskin slots

background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
ClassicDealtrueReserved for future tuning; Whitehead always deals the classic 1..7 columns face up.

↑ Back to top

🎮 Westcliff

Ten columns of three; build down by alt colour; stock deals a full row.

How to play

  1. Ten columns of three cards. Build columns DOWN by alternating colour (red on black, black on red). An in-order alternating run lifts as a group; empty columns take any card.
  2. When you are stuck, tap the stock to deal one card to EVERY column at once. Build the four foundations UP by suit from Ace to King. Clear all 52 cards to win.

Boosters

BoosterKeyEffect
HinthintHighlight a card or run that can move right now.
UndoundoTake back your last move or row deal.
Auto-LiftautoSend every card that already fits straight to the foundations.

Achievements

AchievementGoalReward
Cliffhanger
Win your first game of Westcliff.
1
Full House
Win 10 games of Westcliff.
10200 coins
No Take-Backs
Win a game without using Undo.
1150 coins
Marathon
Finish 50 games of Westcliff.
50250 coins

Reskin slots

background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
ClassicDealtrueReserved for future tuning; Westcliff deals ten columns of three face up.

↑ Back to top

🎮 Thumb and Pouch

Klondike where tableau builds down in any suit but the same one.

How to play

  1. Build columns DOWN in any suit EXCEPT the same suit — a card stacks on a different-suit card one rank higher. An in-order run that follows that rule lifts as a group.
  2. Tap the stock to turn one card to the waste; once empty it recycles. Build the four foundations UP by suit from Ace to King. Clear all 52 cards to win.

Boosters

BoosterKeyEffect
HinthintHighlight a card or run that can move right now.
UndoundoTake back your last move or stock turn.
Auto-LiftautoSend every card that already fits straight to the foundations.

Achievements

AchievementGoalReward
Rule of Thumb
Win your first game of Thumb and Pouch.
1
Pocketful
Win 10 games of Thumb and Pouch.
10200 coins
No Take-Backs
Win a game without using Undo.
1150 coins
Marathon
Finish 50 games of Thumb and Pouch.
50250 coins

Reskin slots

background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
ClassicDealtrueReserved for future tuning; Thumb and Pouch deals the classic Klondike 1..7 columns.

↑ Back to top

🎮 Australian Patience

Seven columns of four; build down by suit; Yukon-style grabs.

How to play

  1. Build columns DOWN by suit. Yukon-style: tap ANY face-up card to grab it together with every card on top of it, then drop where the grabbed card fits the same-suit card one rank higher.
  2. Tap the stock to turn one card to the waste. Build the four foundations UP by suit from Ace to King. Clear all 52 cards to win.

Boosters

BoosterKeyEffect
HinthintHighlight a card or group that can move right now.
UndoundoTake back your last move or stock turn.
Auto-LiftautoSend every card that already fits straight to the foundations.

Achievements

AchievementGoalReward
Down Under
Win your first game of Australian Patience.
1
Outback Master
Win 10 games of Australian Patience.
10200 coins
No Take-Backs
Win a game without using Undo.
1150 coins
Marathon
Finish 50 games of Australian Patience.
50250 coins

Reskin slots

background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
ClassicDealtrueReserved for future tuning; Australian Patience deals seven columns of four face up.

↑ Back to top

🎮 Spiderette

One-deck Spider; build down any suit; clear same-suit King-to-Ace runs.

How to play

  1. Build columns DOWN regardless of suit. Only an in-order SAME-SUIT run lifts as a group. Build a full King-to-Ace run of one suit and it clears to a foundation automatically.
  2. When stuck, tap the stock to deal one card to every column (fill empty columns first). Clear all four suit runs to win.

Boosters

BoosterKeyEffect
HinthintHighlight a run that can move right now.
UndoundoTake back your last move or row deal.
Deal RowdealDeal one fresh card onto every column from the stock.

Achievements

AchievementGoalReward
Web Weaver
Win your first game of Spiderette.
1
Eight Legs
Win 10 games of Spiderette.
10200 coins
No Take-Backs
Win a game without using Undo.
1150 coins
Marathon
Finish 50 games of Spiderette.
50250 coins

Reskin slots

background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
ClassicDealtrueReserved for future tuning; Spiderette deals the classic 1..7 Spider columns.

↑ Back to top

🎮 Will o' the Wisp

Spider variant; seven columns of three face up; clear same-suit K-A runs.

How to play

  1. Every card is face up. Build columns DOWN regardless of suit, but only an in-order SAME-SUIT run lifts as a group. A full King-to-Ace suit run clears to a foundation automatically.
  2. When stuck, tap the stock to deal one card to every column (fill empty columns first). Clear all four suit runs to win.

Boosters

BoosterKeyEffect
HinthintHighlight a run that can move right now.
UndoundoTake back your last move or row deal.
Deal RowdealDeal one fresh card onto every column from the stock.

Achievements

AchievementGoalReward
Chasing Lights
Win your first game of Will o' the Wisp.
1
Marsh Walker
Win 10 games of Will o' the Wisp.
10200 coins
No Take-Backs
Win a game without using Undo.
1150 coins
Marathon
Finish 50 games of Will o' the Wisp.
50250 coins

Reskin slots

background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
ClassicDealtrueReserved for future tuning; Will o' the Wisp deals seven columns of three face up.

↑ Back to top

🎮 Martha

Aces pre-placed; twelve columns; build down by alt colour, single cards.

How to play

  1. The four aces are already on the foundations. Build the twelve columns DOWN by alternating colour, ONE card at a time. Moving a card off a face-down card flips it.
  2. Build the foundations UP by suit from Ace to King. Empty columns accept any single card. Clear all 52 cards to win.

Boosters

BoosterKeyEffect
HinthintHighlight a card that can move right now.
UndoundoTake back your last move.
Auto-LiftautoSend every card that already fits straight to the foundations.

Achievements

AchievementGoalReward
Marthas First
Win your first game of Martha.
1
Tidy Twelve
Win 10 games of Martha.
10200 coins
No Take-Backs
Win a game without using Undo.
1150 coins
Marathon
Finish 50 games of Martha.
50250 coins

Reskin slots

background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
ClassicDealtrueReserved for future tuning; Martha pre-places the four aces and deals twelve columns of four.

↑ Back to top

🎮 Fortress

Ten columns; tableau builds up OR down by suit; no redeal.

How to play

  1. There is no stock. Build the ten columns UP OR DOWN by suit, one card at a time — place a same-suit card one rank higher or one rank lower onto a column top.
  2. Build the four foundations UP by suit from Ace to King. Empty columns accept any single card. Plan carefully — there is no redeal. Clear all 52 cards to win.

Boosters

BoosterKeyEffect
HinthintHighlight a card that can move right now.
UndoundoTake back your last move.
Auto-LiftautoSend every card that already fits straight to the foundations.

Achievements

AchievementGoalReward
Hold the Wall
Win your first game of Fortress.
1
Unbreached
Win 10 games of Fortress.
10200 coins
No Take-Backs
Win a game without using Undo.
1150 coins
Marathon
Finish 50 games of Fortress.
50250 coins

Reskin slots

background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
ClassicDealtrueReserved for future tuning; Fortress deals the whole pack across ten columns.

↑ Back to top

🎮 Streets and Alleys

Eight columns, no reserve; build down any suit; foundations up by suit.

How to play

  1. The whole pack is dealt across eight columns; the aces are NOT pre-placed. Build columns DOWN regardless of suit, one card at a time. Empty columns accept any single card.
  2. Free the aces and build the four foundations UP by suit from Ace to King. There is no stock or redeal — plan ahead. Clear all 52 cards to win.

Boosters

BoosterKeyEffect
HinthintHighlight a card that can move right now.
UndoundoTake back your last move.
Auto-LiftautoSend every card that already fits straight to the foundations.

Achievements

AchievementGoalReward
Street Smart
Win your first game of Streets and Alleys.
1
City Planner
Win 10 games of Streets and Alleys.
10200 coins
No Take-Backs
Win a game without using Undo.
1150 coins
Marathon
Finish 50 games of Streets and Alleys.
50250 coins

Reskin slots

background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
ClassicDealtrueReserved for future tuning; Streets and Alleys deals the whole pack across eight columns.

↑ Back to top

🎮 Chameleon

Canfield variant; reserve + wrapping foundations; build down any suit.

How to play

  1. Build the three tableau columns DOWN regardless of suit, wrapping (an Ace goes onto a 2, a King onto an Ace). Only the top of the reserve pile is playable; an emptied column refills from the reserve.
  2. Foundations build UP by suit from the dealt base rank and WRAP past the King. Tap the stock to turn cards to the waste (it recycles). Clear all 52 cards to win.

Boosters

BoosterKeyEffect
HinthintHighlight a card or run that can move right now.
UndoundoTake back your last move or stock turn.
Auto-LiftautoSend every card that already fits straight to the foundations.

Achievements

AchievementGoalReward
Blending In
Win your first game of Chameleon.
1
Quick Change
Win 10 games of Chameleon.
10200 coins
No Take-Backs
Win a game without using Undo.
1150 coins
Marathon
Finish 50 games of Chameleon.
50250 coins

Reskin slots

background card_back card_face — drop art per slot via Tools > Mini Game Templates > Reskin Editor.

Configurable settings

SettingDefaultWhat it does
ClassicDealtrueReserved for future tuning; Chameleon deals a 12-card reserve and three tableau columns.

↑ Back to top

💥 Boosters

Per-game power-ups with persistent counts and refund safety, auto-discovered from each game's <Game>BoosterSpec.cs. The demo dashboard renders them as the bottom booster bar.

Activating a booster

bool OnBoosterActivated(string key) {
    if (_ended || _busy) return false;   // returning false REFUNDS the charge
    switch (key) { /* per-key effects */ }
    return false;                        // unknown key -> refund
}
Refund safety: returning false from the handler refunds the booster — use it whenever the activation can't proceed. Returning true deducts the charge.

Award boosters programmatically with BoosterManager.Add(gameId, key, count).

Full booster catalogue

GameBooster keys
Whiteheadhint undo auto
Westcliffhint undo auto
Thumb and Pouchhint undo auto
Australian Patiencehint undo auto
Spiderettehint undo deal
Will o' the Wisphint undo deal
Marthahint undo auto
Fortresshint undo auto
Streets and Alleyshint undo auto
Chameleonhint undo auto

🏆 Achievements

Progression goals per game, defined in <Game>AchievementSpec.cs and tracked persistently by AchievementManager. Unlocks pop a toast card over the game and auto-credit any coin reward. Each game's own goals are listed in its section above.

Reset helpers for testing: AchievementManager.ResetForGame(gameId) and AchievementManager.ResetAll() (also exposed in the demo's cheat rail).

🎨 Reskins

Drop in your own art per slot, per game — no code required. Open Tools > Mini Game Templates > Reskin Editor, pick a game, and assign an image per slot. Art is copied to Resources/Reskin/<gameId>/<slot>.png and imported as a Sprite automatically. In-game, the Skin pill toggles between Default and Custom art.

Per-game slot list

GameSlots
Whiteheadbackground card_back card_face
Westcliffbackground card_back card_face
Thumb and Pouchbackground card_back card_face
Australian Patiencebackground card_back card_face
Spiderettebackground card_back card_face
Will o' the Wispbackground card_back card_face
Marthabackground card_back card_face
Fortressbackground card_back card_face
Streets and Alleysbackground card_back card_face
Chameleonbackground card_back card_face
Sprite-only. The reskin system swaps sprites — layouts, colours and animations stay the same. Until custom art is added the games use clean procedural sprites and the pill shows Skin: —.

🎯 Tutorials

First-run overlay walkthroughs, defined declaratively in <Game>TutorialSpec.cs as an ordered list of captioned spotlight steps. Each shows once per game's first session and can be replayed from the demo's cheat rail. Reset with TutorialManager.Reset(gameId).

📈 Level scaling

Per-game difficulty progression — auto-generated out of the box, fully editable in the Studio.

int level = LevelManager.GetCurrent(gameId);          // player's current level
var diff  = LevelManager.GetDifficultyForCurrent(gameId);
float mult = diff.Get("difficulty", 1f);              // ramp targets / timers / AI

The Studio's Levels editor can regenerate a curve (level count, start/end difficulty) or hand-edit individual levels; edits are saved as a LevelSet asset under Resources/Config/Levels/<gameId>.asset. Reset progress with LevelManager.ResetProgress(gameId).

🌙 Light & dark mode

One toggle re-themes the whole scene — chrome and every game. Games read every colour from ctx.Theme, a MiniGameTheme asset that carries both palettes:

theme.ApplyMode(light: true);   // swap palettes
bool isLight = theme.IsLightMode;

The demo dashboard's header has a DARK / LIGHT pill; the choice persists between sessions (default: dark). Both palettes are contrast-checked — panel/text/accent pairings stay readable in either mode.

Tip: when customizing, read colours from ctx.Theme (Accent, TextPrimary, PanelBackground, …) rather than hardcoding, and your changes work in both modes.

🎁 LiveOps Kit (bundled)

The full HyperCasual LiveOps Kit is included in this pack — no stripping, nothing to buy on top. It provides the production meta-game layer around the games:

AdsRewarded, interstitial and banner service with mediation backends (AdMob, LevelPlay, AppLovin, Unity Ads). Runs a safe mock backend until a real SDK is installed.
IAPUnity Purchasing integration with catalog, dummy store for testing, and purchase-reward hooks.
HapticsCross-platform vibration service — already wired to every game's audio events in this demo.
Rate UsNative store-review prompts (Android in-app review / iOS SKStoreReviewController) with dummy editor backend.
NotificationsLocal notification scheduling with permission flow (mobile packages activate it).
Consent & privacyGoogle UMP / Apple ATT consent flow with editor-safe dummy backend.
Analytics & crashPluggable analytics (Unity Analytics / Firebase) and crash-reporter hooks.
Retention systemsDaily rewards, quests, battle pass, energy, offers, shop, unlocks, deep links, sharing, update prompt.

How it is hooked up in this demo

Setup & going live

  1. Everything works out of the box in the editor with mock/dummy backends — no SDKs required, nothing to configure for the demo.
  2. Open Tools > HLK > Open Toolset (or Tools > HLK > Guided Setup) to configure ad units, IAP products, notifications, rate-us and the rest.
  3. To go live, install the SDKs you want (e.g. AdMob, Unity Ads, Firebase) — the kit detects them automatically via scripting defines (HLK_ADMOB, HLK_UNITY_ADS, HLK_FIREBASE, …) and switches from mock to real backends.
No SDK binaries ship in this package. The kit is pure source with optional integrations — it compiles clean in an empty project and lights up real providers only when you add them.

Full kit documentation: Assets/MiniGameTemplates/HyperCasualLiveOpsKit/Documentation/HLK-Documentation.html (also listed under Tools > Mini Game Templates > Welcome > Open Documentation).

➕ Add to your project

Path A — use the bundled demo dashboard

Add Assets/MiniGameTemplates/Demo/MiniGameTemplates_Solitaire4.unity to your build settings. It auto-discovers every imported game and provides the picker, HUD, boosters, achievements and theming out of the box.

Path B — embed a single game in your own UI

IMiniGame game = new WhiteheadGame();
game.Mount(hostRect, context);   // your IMiniGameContext implementation
// ...
game.Unmount();                  // ALWAYS unmount before destroying the host

Listening to events

ctx.Events.Subscribe(GameEvents.RoundWon,     payload => { /* celebrate */ });
ctx.Events.Subscribe(GameEvents.RoundLost,    payload => { /* retry UI  */ });
ctx.Events.Subscribe(GameEvents.ScoreChanged, payload => { /* HUD       */ });
Always Unmount(). Games run coroutines and tweens; failing to unmount before destroying the host leaves them running on destroyed transforms.

⚙ Customizing

Override default settings

Each game reads a ScriptableObject settings asset (see each game's Configurable settings table above). Create one via Create > Mini Game Templates > Solitaire 4.0, drop it in Resources/Config/, or mutate <Game>Settings.Default at runtime before mounting.

Boosters: add / remove / rebalance

Audio

Games call ctx.Audio.Play(SfxKind.…). The bundled ProceduralAudioBus synthesizes all SFX at runtime — no audio files to manage; swap in your own IAudioBus to use recorded audio.

🧰 Adding new games

  1. Create Assets/MiniGameTemplates/Runtime/Solitaire4/MyGame/.
  2. Add MyGameGame.cs implementing IMiniGame, decorated with [MiniGame("…", "My Game", Category = MiniGameCategory.Solitaire4)].
  3. Add MyGameSettings (optional) with a static Default getter.
  4. Add the spec files — MyGameBoosterSpec, MyGameAchievementSpec, MyGameReskinSpec, MyGameTutorialSpec — all auto-discovered.
  5. Done: the dashboard and Studio list your game automatically. No edits to existing files.

💡 Troubleshooting

Text is invisible / fonts look broken

Import TMP Essentials: Window > TextMeshPro > Import TMP Essential Resources. The demo UI uses TextMeshPro's default font.

My game doesn't show up in the dashboard

Check it implements IMiniGame, carries the [MiniGame] attribute, and its assembly references MiniGameTemplates.Core.

A booster button does nothing when pressed

The booster's key must exactly match a case in the game's booster handler — unknown keys refund silently by design.

Tutorials replay every time I press Play in the editor

The "seen" flag is stored per game id in PlayerPrefs; clearing PlayerPrefs resets it. Replay on demand from the cheat rail instead.

Reskin sprites don't apply

Import the art through Tools > Mini Game Templates > Reskin Editor (it handles the copy + import settings), then flip the in-game Skin pill to Custom.

Coroutine errors about destroyed RectTransforms when switching games

Call Unmount() before destroying the host. The unmount path stops the game's coroutines and tweens.

Ads say “SIMULATED” / no real ads show

By design: without an ad SDK installed the kit uses its mock backend, which draws clearly-labelled placeholder ads so every flow is testable. Install a real provider (e.g. AdMob via its package) and the kit switches to it automatically — see the LiveOps Kit section.

Where do I report a bug?

Email satisvizion@gmail.com with your Unity version, target platform, the game id (e.g. solitaire4_whitehead), steps to reproduce, and the console log.

📬 Support & review

Get in touch: satisvizion@gmail.com — bug reports, feature requests, integration help and game requests for future updates are all welcome. Typical response time is 24–48 hours.

Before contacting, it helps to: check Troubleshooting above, open the demo scene to verify the game runs there, and copy any Console errors. Include your Unity version, render pipeline, target platform and the game id.

Enjoying the pack? Reviews on the Asset Store are the biggest help to an indie publisher — if this pack saved you time, a star rating is hugely appreciated. ⭐