[RELEASED] Zigzag Infinite Runner Game

Zigzag Infinite Runner Game Template
Asset Store Link

Zigzag Infinite Runner Game is a full Unity template ready for release. It is compatible with mobile as well as standalone and webplayer. It is similar in genre to classic arcade games, as well as modern infinite runners.

How to Play?

Press SPACE or CLICK to turn the car. Collect cash and don’t crash! The game controls also fit mobile and console without need for further coding.

Features:

  • Game ready for release straight out of the box, just build and play!
  • Available in both C# an JS, all in the same package.
  • Works on all platforms, PC, Mac, iOS, Android, etc
  • Supports multiple resolutions and aspect ratios, automatically.
  • Supports Mouse, Keyboard, Gamepad, and Touch controls.
  • Easily customizable with lots of options to control game difficulty.
  • If you need help with anything, contact me, I’ll do my best :slight_smile:

Update history

2.0 (10.09.2017):

  • New upgraded version modernized for the latest versions of Unity 5.5, 5.6, and 2017. - Updated visuals using Unity’s demo assets for the background, camera effects and updated lighting. - Updated UI and animated menus and in-game messages, and shop menu. - Day/Night cycle for lighting across multiple play-throughs.

1.18 (12.08.2015)

  • Improved performance for both C# and JS.
  • Minor changes.

1.17 (01.08.2015)

  • Added 5 new vans: Mystery, Orange, Hotdog, Flamer, and Turtle.
  • Money Text suffix ($ sign) now appears correctly in the shop.
  • Updated packages to 4.6.7 and 5.1.2

1.11 (05.05.2015)

  • Reorganized C# and JS assets in their respective folders
  • Video tutotial: Adding a new car to the game

1.1 (02.05.2015)

  • Project converted to C#. You now have both JS and C# in the same project.
  • Added script to remove objects after a distance.
  • Minor graphical change

This thread will be for updates, FAQ, and any question or feedback you may have.

Video tutorial: Adding a new car

This 10 minute video shows the process of adding a new car to the game, making it playable, and then adding it to the shop. For the purpose of the tutorial we used a car model from the package Cartoon Race Cars 12 but you can use any FBX/OBJ car model you like. We also used Flash CS3 to edit the icon of the car in the shop but you can also use any graphic editing software you like.

What we did:

  1. Import the CRC12 package into your Zigzag project, and open the game scene.

  2. Duplicate one of the vans in the scene, and then drag one of the car prefabs from the CRC folder to the van hierarchy.

  3. Align position and rotation of the car to the van.

  4. Drag each part of the car model to the corresponding part in the van prefab ( tireBackL to WheelBL, carBody to part1, etc ).

  5. Align the new wheels to their parents, and move the parents to fit well within the new car body.

  6. Remove the Mesh Filter and Mesh Renderer from the old model parts.

  7. Duplicate one of the crash effects, and assign the car parts similar to how you did in steps 5 & 6.

  8. Drag the new car and the new crash effect to the Project folders to create prefabs which can be used later.

  9. Assign the new crash effect to the new car in the component.

  10. Increase the number of players in the Game Controller, and assign the new car as the 4th player.

  11. In the Start Menu scene, open the shop object and duplicate one of the buy buttons.

  12. Increase the number of items in the Shop, and assign the new button to it, set the cost of the car, and set the PlayerPrefs name of hte car ( this is the record that keeps track if a car was purchased or not ).

  13. Now we create an icon for the shop by taking a screenshot of the car in the game scene, cropping it, and then placing it in a nice icon frame in Flash.

  14. After exporting the PNG to unity, and slicing it in the Sprite Editor, we can add it to the shop icon.

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Update 1.22 (04.10.2015):

  • Added support for UnityAds along with a quick integration guide. I made sure to put this as an optional addition, without interfering with the base game if people want to use other plugins for the same purpose. So you can just import a package that adds support for UnityAds, or you can use the original package without the ads.

  • Added a victory condition, victory screen, player victory animation, and sound. When you reach a certain score, the car has a special victory animation and then a victory screen appears.

Had a couple of emails regarding the jittery motion in the game. One way to reduce jitter is to turn off VSync from the quality settings, like this:


Make sure you edit all quality modes ( Good, Beautiful, etc ) to make sure you get the needed results on all platforms and settings.

I’m also working on a performance update that will use a sort of poolmanager to reduce Instantiate/Destroy calls, and I’m also ditching the dependency on Time.timeScale for speeding up the game ( thanks to Cody Barr for the suggestion ).

A new update is now online in the store:

1.24 (28.06.2016)

  • Support for Unity 5.3 and higher versions.
  • Better support for UnityAds 5.2 and above.

I had a question regarding the message box that appears above the van when speeding up. In the latest update I switched the camera from Orthographic to Perspective which gave a better view angle, but it also kept the message box out of the frame.

If you want to solve it you can either switch back to Orthographic, like this:

Or change the position of the base message object, like this:

I’ll reposition the message box in the next update.

Another question from a user trying to use his own cars in the game, following this video I made some time ago:

The problem was that the wheels on the new car would always snap back to their original position when running game. It turns out that the animation would change the positions of the wheels when playing, so the solution was to get rid of the changes to the positions and just keep the rotation in the animation, like this:

Had a question from a user about changing car costs. It’s pretty simple, just open the shop object and change the cost of each car from the list. Here’s a video:

Disclaimer: Does not work on real life cars, unfortunately…

I’m working on an upgrade for ZIR ( version 2.0 ), which should have some visual improvements, better UI, performance, and maybe a tutorial on using Unity’s IAP. This will mean that I will be focusing on 5.3+ versions only for this package ( no Unity 4 ).

Here’s a short video showing some Day/Night cycle between playthroughs in the new version:

Gave the intro a good facelift in preparation for release:

Version 2.0 of ZigZag Infinite Runner was submitted to the store, hope it passes the review without problems. Here’s a gameplay vid:

It will be a free upgrade to the current package, so if you already own ZIR 1.0 you can upgrade for free.

ZigZag Infinite Runner 2.0 is live on the store, check it out!