The Marble Platformer Starter Kit features 13 fully textured, game ready models and a wide range of fully scripted prefabs to create a rolling ball game without ever having to write a line of code or create a single model. The web player demo can be created entirely from within the Unity editor. Of course, you can choose to create more complex level geometry with your 3d modeling software of choice.
The kit comes with a input setup that allows control using the mouse and keyboard, a joystick, virtual joysticks for mobile, or accelerometer for mobile. Please not that mobile controls have less precision than desktop controls so your levels should be designed around the target control system and platform.
The kit includes a checkpoint system that most of the object hook into. Upon the player passing a checkpoint, compatible objects will remember their current state and return to that state when the player dies and is returned to that checkpoint.
The kit provides the following objects, ready to drag and drop into your scene:
Grass - This grass prefab automatically tiles the texture, so you can scale it to any size you want when building your scene. Combine multiple copies of the prefab to create simple, but fun levels with no modeling work.
Cannon - The cannon features a nice looking smoke particle effect and a light to simulate its muzzle flash.
Collapsing block - When the player touches this block, it will shake briefly before falling to the ground. Shake angle and fall delay time are adjustable in the inspector.
Fan - The fan will add force to the player if they get too close. Features a force falloff setting so the force of the fan can be greater when the player is closer to the blades.
Land mine - Explodes when the player touches it. Features a fantastic looking explosion particle effect.
Moving platform - This platform is controlled via empty game objects that serve as waypoints. Have as many waypoints as you want. Includes the option to pause at all waypoints or just the end points, to travel one way or back and forth between the endpoints, and to parent the player to the platform to make it easier to stay on or not.
Rotating platform - This platform rotates around. You can adjust the angle between stops and decide whether or not to parent the player to the platform to help them stay on.
Ramming block - Like the moving platform, this prefab uses empty game objects as waypoints to control its movement. The goal of this prefab though is to push the player rather than transport them.
Catapult - The catapult launches the player into the air. The forward force and upward force are independently adjustable.
Speed up / Slow down pads - These apply an adjustable velocity multiplier to the player
Switch - Switches another of the objects on or off. Most of the objects support switching. The switch can be set to switch an object on, off, to toggle between them, or to act as a momentary toggle.
Teleporter - Teleports the player to another teleporter. These can take an array of target teleporters. The destination can be set manually, in code, or set to random. No destination can be set for receive only teleporters.
Checkpoint - When a player dies, they will return to the last checkpoint crossed. The scene can be set to return them to the most recent checkpoint, the furthest checkpoint reached, or a random checkpoint. Most of the other object will remember their state when a checkpoint is crossed and return to that exact state when the player resumes at that checkpoint.
Finish line - Plays a finish animation and give the player the option to continue to the next level or return to the main menu.
Scene manager - Holds the list of checkpoints and controls the checkpoint manager.
Game manager - Holds the list of scenes and controls switching between them.
Player rig - Contains the player, player camera, and all player related controls
Main menu rig - Contains the main menu camera and all menu related controls
Asset version: 1.5
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