Crowd Runner Framework: Math Gates, Crowd Battles & Finish Stairs

Build a crowd runner in Unity. Math gates, crowd battles, obstacles, the finish stairs, coins and upgrades, with hundreds of units moved by Burst jobs and no garbage per frame. Three demo levels included.

  • Up to 500 units
  • 0 B GC per frame
  • 3 demo levels
  • 3 obstacle types
  • Unity 6.6+ · URP
Crowd Runner Framework: Math Gates, Crowd Battles & Finish Stairs

Grow your crowd, win the race.

Crowd Runner Framework gives you the whole genre as clean, tested, reusable systems: a swarm that grows and shrinks through math gates, enemy armies that fight it unit for unit, saws, sweeping bars and spike traps, the multiplier staircase finish, coins, upgrades and saves. Levels are data assets, so a new level is a list to fill in, not a scene to build.

Press Play in the demo and you have a game: a start screen with an upgrade shop, three levels, a results card with confetti, sound, and an autopilot that plays the levels by itself.

The whole genre

Gates, battles, obstacles, finish stairs, coins and upgrades, all wired together in the demo.

Built for crowds

Burst jobs move and fight hundreds of pooled units with no physics and no garbage per frame.

Levels as data

Describe a level in one asset and play a looping sequence of them. Gizmos show it in the scene.

Yours to change

Full C# source, events on every system, any prefab as a unit, and editor tools for gates, patrols and levels.

Description

GAMEPLAY

  • Player swarm: drag or keys to steer, spiral or grid formation, lane clamping, up to 500 units (configurable)
  • Math gates: add, subtract, multiply, divide; linked pairs and full-width gates; colour-coded presets
  • Crowd battles: armies engage at a set distance, charge, and trade units one for one on a tick
  • Enemy formations: idle, patrolling or charging, with patrol paths you drag in the Scene view
  • Obstacles: spinning saws (optionally sliding), sweeping bars and spike traps with a warning wobble
  • Finish stairs: the crowd climbs multiplier steps (x1.2 to x5), paying units for each; the last step sets the reward
  • Coins along the track, collected by the crowd’s formation

PROGRESSION

  • Levels as data: gates, enemies, obstacles, coin lines and the finish in one asset
  • Level sequences that loop forever, with a level number that keeps counting
  • Coins, end-of-level rewards and upgrades (start units, income) with growing prices
  • Saved progress through a small interface: PlayerPrefs by default, or your own save system

PERFORMANCE

  • Burst-compiled C# jobs for formation layout, unit movement, battle contact and hazard hits
  • Object pooling with prewarming, so nothing is instantiated during play
  • No physics or colliders: gates, battles, hazards and coins use simple maths
  • No per-frame garbage in the gameplay loop, checked by allocation tests
  • Stick figure units animated in the vertex shader, friendly to the SRP Batcher and GPU instancing

FEEL

  • Feedback Player: sounds and haptics for gates, coins, battles, hazards and stairs, from pooled AudioSources
  • Haptics through a one-method interface: the built-in vibration, or your favourite haptics plugin
  • Floating unit counts, death effects and confetti

DEMO

  • Three levels that introduce each feature, ending with an 80-unit boss army
  • Start screen with an upgrade shop, sound and vibration switches, progress bar, coin counter and results card
  • Autopilot that dodges obstacles, collects coins and picks the best gate
  • A bright, rounded casual look, portrait first and fitting landscape screens
  • Generated placeholder sounds, free to use

FOR PROGRAMMERS

  • Clean, commented C# in assembly definitions and namespaces
  • C# events for code and UnityEvents for designers on every system
  • Editor tools: Gate Spawner inspector, patrol path handles, level gizmos and one-click scene objects

REQUIREMENTS

  • Unity 6.6 (6000.6) or newer with the Universal Render Pipeline 17.6+
  • Burst, Collections, Mathematics, Input System and uGUI (TextMesh Pro), installed as package dependencies
  • WebGL works; Burst is not available there, so the jobs run as plain C#

THIRD-PARTY

Includes the Nunito font (SIL Open Font License 1.1) in the demo. See “Third-Party Notices.txt” in the package.

If you have any questions, requests or something isn’t working, please send me an email at: support@hardartcore.com

Release notes

  • v1.0
    • First release.

Screenshots

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Questions or ideas about Crowd Runner Framework: Math Gates, Crowd Battles & Finish Stairs? Send me an email.

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