The Ultimate Endless Runner Kit

Ultimate Endless Runner Kit

The Ultimate Endless Runner Kit is a customisable template that gives you a head start if you are looking to create a 3D endless runner. The template consists of a third person view of a character running from an enemy. A complete environment with props and obstacles add to the complete package and everything you will need to get started. Following is a list of features provided:

Obstacles (7 to start with)
Seven different types of obstacles are provided including obstacles that cover a single lane and multiple lanes, obstacle can be jumped over, slid under and both as well. The obstacle randomiser script automatically generates obstacles on the path based on user provided obstacle frequency values.

Power-ups
The project supports power-ups and magnetism and ghost power-ups have been provided to give you a head-start. You can add your implementation of as many power-ups as you need.

The power-ups even come with their own menu in the shop where they can be upgraded to increases their time duration.

Swipe and Gyro Controls
Two different types of controls options are provided to direct the game character. The swipe controls detect swipe in each direction (up, down, left and right) which translates to jump, duck and strafe.

Gyro controls uses the device tilt direction to strafe while making the character jump and duck using up and down swipes. The gyro controls have been mapped to the mouse for easy testing. Try it out in the web demo by switching the type of controls in the settings menu.

Animated Character
A full set of animations are provided to be used with the character including idle, run, strafe, jump, duck and game over.

Both Legacy and Mecanim animation systems have been provided with the character animated in both systems. You can easily switch to your choice of animation system without having to write even a single line of code.

Missions
The Ultimate Kit provides you with in-game missions that are active in sets of three. Each completed mission is replaced with the next available one. A HUD notification is displayed whenever a mission is completed. The list of currently active missions can be checked in-game from the pause menu and also from the missions menu. New missions can be easily added using a wizard.

Global Achievements
A list of achievements just like Game Center Achievements of iOS assess your overall performance in the different sessions of your runs. New Achievements can be easily added using a wizard.

Menus
A complete basic set of custom menus is provided including main menu, game over menu, pause menu, settings menu, missions menu, achievements menu, instructions menu and a complete shop.

The settings menu lets you toggle between the type of controls (swipe or gyro) you want to use. It also enables you to toggle the sound and music on or off.

The Shop Menu provides a costumes menu, power-up upgrade menu, utilities menu and In-App Purchases menu. Two sets of costumes are provided by default.

NGUI versions of the same menus have also been provided. Just three clicks and your choice of menu can be enabled.
Note: NGUI menus can only be used with C# scripts.

3 Lanes with Adjustable Path Heights
The project currently supports three lanes and can be customized to support as many or few lanes as needed. The path can support variable height and curves.

Sounds and Music
A number of sounds have been plugged in to play at different events such as running, collecting currency units, tapping buttons, stumbling into obstacles and much more. A complete background track is also played during the gameplay.

Interactive Enemy
The primary character is chased by an enemy that responds to it bumping into obstacles or colliding with them face on. The enemy comes with its own sound effects.

Dynamic HUD Elements
The HUD continuously keeps score as the user runs and also shows the count of currency elements collected in the run. Power-up duration meter is displayed when a power-up is collected.

Mileage notifications are provided after every specified distance covered. The HUD also announces the completion of a mission using a drop down. Pause button on the HUD takes you to a menu where you can check out your mission progress and also quit to the main menu.

Optimisation for Mobile Platforms
The project makes use of custom character physics, menu systems and much more to reduce performance lags and keep the framerate as high as possible. Optimization tips are also provided in the user guide.

Choice between C# and Javascript
Both C# and Javascripts have been provided to work with the entire game. You can choose your choice of a programming language and stick with it. All scripts used are well documented to make them easy to modify as needed. Just two button clicks are needed to change your programming language type.

Well Documented Scripts
All scripts used are well documented to make them easy to modify as needed. A complete and frequently updated user guide and release notes are also provided with the project and on our website to make customization as easy as possible.

Supported Platforms: Mac OS X, Windows, iOS, Android and Web Player.

Click here to check out the web demo.
Click here to check it out on the Unity Asset Store.

To contact us directly, please email us at unitysupport@werplay.com

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Looking at buying this. Can you please tell us what additional features you are working on for future updates? Are you planing on adding Moving Obstacles, turns (in the demo there are no turns). Thanks

We have a couple of features planned in the future updates and moving obstacles is one of them. Turns for now isn’t in the todo list. Thank you for the suggestions. We would really like to know if you have anymore suggestions or feedback.

I just purchased that WRP Ultimate 3D Endless Runner Kit and it is crashing Unity 4.3.3 on import on both Mac and PC.

First I tried to import to PC version and then I tied to import on Mac version but both crashed. Mac version is Pro and PC is free.

Please fix and submit update to Unity Asset store so import will work.

After a few unity restarts I finally see in Unity bit I cannot run Scene_1 because I get error “All compiler errors have to be fixed before you can enter playmode!”

I like the idea but needs to work.

HI,

bought this asset now.

IMportet NGUI first then your asset.

now i have these errors:

Assets/UltimateKit/UI/NGUI/Scripts/SettingsMenu/ControlsButtonHandler.cs(7,17): error CS0246: The type or namespace name `UICheckbox’ could not be found. Are you missing a using directive or an assembly reference?

Assets/UltimateKit/UI/NGUI/Scripts/SettingsMenu/MusicButtonHandler.cs(9,17): error CS0246: The type or namespace name `UICheckbox’ could not be found. Are you missing a using directive or an assembly reference?

Assets/UltimateKit/UI/NGUI/Scripts/SettingsMenu/SoundButtonHandler.cs(9,17): error CS0246: The type or namespace name `UICheckbox’ could not be found. Are you missing a using directive or an assembly reference?

Assets/UltimateKit/Scripts/PathLineDrawer.js(32,13): BCE0005: Unknown identifier: ‘iTween’.

Dont know why. and didnt found anything in the DOcumentation.
Maybe the wrong NGUI version. Using the newest one: 3.4.8

Thx in advance

Ok solved this by importing NGUI 2.7.0 and iTween.
But dont read that in the documentation :frowning:

The free distribution version of NGUI is already a part of the project so the paid version has to be imported after you import the Ultimate Kit. I can see how that can be confusing and will update the documentation. Thanks for pointing this out! :slight_smile:

HI again. Have one Problem. The new missions dont show up. Editet the txt files. Archivments are working well. But Missions dont show up. Only the standar one which you provide with the package.

Looks nice, feel like I’m gonna make mah own runner game tomorrow :smile:

I’m not sure if I understand the problem completely, here is what I understand: you are adding new missions using the editor wizard but the missions are not showing up in the “MissionsList.txt” file (located in the Resources folder) and hence are not displayed during the game?

Just to briefly tell you how the missions work in-game, the missions are only displayed in sets of three. If you complete a mission in a single run, it is replaced with the next available mission; if you don’t complete it in a single run, your progress is reset and you will need to complete the mission from scratch in the next run.

Keep us posted with your progress. We would really like to exchange feedback. :slight_smile:

Hi,

they are in the MissionList.txt but nor showing up ingame. Thats my problem. The new added by me dont show up. Also looked in this file. But the code is ok.

Try clearing the “MissionsList” file (located in the Resources folder) and add a few missions of your own using the “Add a New Mission” wizard. Don’t forget to clear the PlayerPrefs (use PlayerPrefs.DeleteAll()) in the InGameScript.

As mentioned before, you need to complete a particular mission in a single run or the progress will reset; I hope your’e not missing that point.

Hi, I was wondering the possibility of using t-junction roads for my game. Is it possible with your kit?? an if so, how??
Nice work by the way.

Hi,

There isn’t yet a way to implement t-junctions. It is possible but currently a lot of core code is designed keeping only a linear path in scope.

hi i bought the kit, is just awesome, right now the kit has 3 lines of moves for the player, there is a way to increase this 3 lines to 5 in an easy way ? or i need to modify a lot the scripts ?

Hello,

You will only need to modify the Controller Script script to make that happen. The calculateHorizontalPosition(…) function makes the character move to different lanes. The “iLanePosition” variable carries the Player’s current lane, its set to 0 for mid, 1 of right and -1 for left lane. It will forced by the SwipeMovementControl() function to clamp to these values.

You can modify the calculateHorizontalPosition(…) function to allow it to strafe into multiple lanes and modify the conditions on the “iLanePosition” variable in SwipeMovementControl() to do the same. Let me know if you need more help.

Hi,

We’ve downloaded and used the kit, overall we are pleased with it. However, one warning to the buyer: if you use the included editor script to automatically change the included scripts from the default javascript to C#, you will lose the layer labels and will have to rebuild them (at least, you will on MacOSX). Layers are:

User Layer 8: Player_lyr
User Layer 9: Terrain_lyr
User Layer 10: Walls_lyr
User Layer 11: Ball_Collider_lyr
User Layer 12: Obstacles_lyr
User Layer 13: Moving_Obstacles_lyr
User Layer 14: Text_lyr

Without the proper layers, the kit won’t work.

Hi, I added a tall single-lane obstacle that can’t be jumped over by the player and has to be dodged. However, sometimes the element generator script generates 3 of this obstacle on the same horizontal lane and so the player cannot dodge and must die. I tried editing the range on the script to Random.Range(0,2) from (0,3) but it affected all the obstacles and made the game too easy. I was wondering if I could edit the code on such a way that only the tall non-jumpable obstacles cannot be 3 horizontally but the jumpable obstacles can.
Also, any word on moving obstacles?? Would be fun.
Thank you

Hello,

Changing the random range is only going to make the generateElements function skip obstacle placement in the center lane. When ever a single lane obstacle is picked for placement, the obstacles in the next three rows are generated at the same time to make the level design seem as unpredictable as possible. For your case you will need to make the following changes in the generateElements(…) function:

  • Run the for loop for only two times in the case of single lane obstacles. This will generate an obstacle on the path on at most two places in parallel.
  • Comment out the iVerticalPosition case 0 and 1 because we are only going to generate elements in one row instead of three consecutive rows.
  • Set the fLocation variable to fDefaultIncrement value and not the default increment value multiplied by three because as mentioned before we are only generating obstacles on one row instead of three.

Reply back if you need anymore help. The attached screen shot highlights the changes.