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PocketMatch

Mobile Match-3 prototype built in Unity 6 for live mobile F2P client engineering: async board commands, VContainer service boundaries, Addressables content, Firebase analytics and cloud save, and LevelPlay ad mediation.

Unity 6000.3.14f1 License: MIT

Main menu Gameplay

Highlights

  • Match-3 core loop with power tiles, level objectives, and win/lose flow
  • Async command-queued board resolution (swap, destroy, gravity, power tiles)
  • Deadlock detection with shuffle-until-playable
  • Level select and light meta progression (coins, unlocked levels)
  • Coin economy: earn on win, spend to continue after fail
  • VContainer scopes for bootstrap, menu, and gameplay lifetimes
  • Addressables level loading and pooled VFX
  • Firebase Analytics with a local offline event queue
  • Encrypted local save plus Firestore cloud sync
  • Unity LevelPlay banner and interstitial mediation
  • Edit Mode tests for potential moves and shuffle
  • Android CI build via GitHub Actions

Architecture

BootstrapLifetimeScope (DontDestroyOnLoad)
  Save / Analytics / Ads / Audio / Input / Firebase bootstrap
        |
        v
Loader -> MainMenu (MenuLifetimeScope)
        |
        v
Loader (optional interstitial gate) -> PlayScene (GameLifetimeScope)

Board mutations serialize through CommandInvoker and ICommand implementations. Live-service hooks enter at bootstrap (analytics/session), level events (start/complete/fail), and Loader transitions (interstitials).

Details: docs/architecture.md

Stack

Area Choice
Engine Unity 6000.3.14f1 (URP 2D)
DI VContainer
Async UniTask
Content Addressables (levels, VFX)
Auth / cloud save Firebase Anonymous Auth + Firestore
Ads Unity LevelPlay (IronSource mediation)
Analytics Firebase Analytics (offline queue)

Docs

License

Original first-party code and docs: MIT.

Third-party packages and Asset Store plugins keep their own licenses — see docs/third-party.md.

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Mobile Match-3 prototype with VContainer DI, Addressables, Firebase analytics, cloud save, and LevelPlay ads.

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