Game Instance

GameInstance is the master data container loaded in the Login scene. All other managers read from or write to it at runtime. Below is a reference of every major field grouped by purpose.

1. Core Game Data (Scriptables)

Field

Type

Purpose

Currency Data

CurrencyData[]

Defines every currency (ID, icon, rarity, max amount).

Character Data

CharacterData[]

Stats, visuals, skills, unlock costs for all playable characters.

Icon Items

IconItem[]

Player profile icons.

Frame Items

FrameItem[]

Avatar frames for profiles and leaderboards.

Inventory Items

InventoryItem[]

Equippable items that modify character stats.

Character Types

CharacterTypeData[]

Elements / classes with advantage / weakness relationships.

Map Info Data

MapInfoData[]

Metadata for maps (scene name, theme, rewards).

Quest Data

QuestItem[]

Daily / weekly / story quests: objectives and rewards.

Coupon Data

CouponItem[]

Redeemable promo codes.

Shop Data

ShopItem[]

Items & bundles sold in the in‑game shop (IAP or soft currency).

Battle Pass Data

BattlePassItem[]

Tier rewards for the current season.

New Player Reward Items

RewardItem[]

One‑time starter pack for brand‑new accounts.

Daily Reward Items

RewardItem[]

Login streak rewards.


2. PvP Configuration

Field

Type

Notes

Pvp Modes

PvpModeData[]

References to Arena1x1, Arena2x2, Arena3x3, TdmBattle, BattleRoyaleModeData. Each asset contains time limit, score target, team size, map rotation, etc.


3. Authentication Settings

Setting

Description

Min / Max Password Length

Hard limits enforced on account creation.

Complexity Flags

Booleans for uppercase, lowercase, numbers, special chars.

Name Change Settings

Setting

Default

Description

Ticket Currency ID

TKN

Currency consumed when changing nickname.

Min / Max Length

3 / 20

Allowed character count.

Tickets Required

1

Amount of tickets charged per rename.

Need Ticket?

Toggle free vs. paid rename.


4. Battle Pass Settings

Setting

Value

Meaning

Max Level

100

Highest tier obtainable.

Base EXP

1 000

XP required for tier 1.

EXP Increase / Level

0.1

10 % additional XP per next tier.

Season Length (Days)

30

Season duration.

Pass Currency ID

DM

Currency used to purchase premium track.

Pass Price

1 000

Cost of premium pass.

BattlePass EXP Reward in Battle

210

Extra XP awarded on match victory.

BattlePass duration in days

60

Grace period to claim rewards after season end.


5. Account Levels

The template supports global account experience separate from character mastery.

Setting

Default

Description

Max Level

50

Initial / Final Exp

100 → 10 000

Range for the EXP curve.

Progression Method

Exponential

Curve used to auto‑fill the Account EXP Per Level array (button provided in Inspector).


6. Gameplay Defaults

Setting

Purpose

Map Name MainMenu

Scene shown on first load.

Scene to return after Battle

Where the game returns post‑match (default: Home).

Currency Reward in Battle

Soft currency ID granted for completing a match (GO).


7. Elemental Combat Modifiers

Variable

Default

Description

Advantage Damage Increase

0.4

+40 % damage when attacker has element advantage.

Weakness Damage Reduction

0.4

−40 % damage when attacker is weak.


8. Character Mastery

Setting

Default

Description

Max Level

20

Initial / Final Exp

20 → 1 000

Progression Method

Linear

Used for per‑character mastery progression. Auto‑fill button available.

Mastery Levels

CharacterMasteryLevel[]

Optional array with custom names / icons per tier.


9. Platform & Prefab References

Field

Description

Controller Reference

Drag your CharacterEntity prefab/script here so GameplayManager can spawn it.

Platform Type

PC or Mobile – switches default control scheme.

World Type

World 3D or future World 2D.

Mobile Gameplay UI

Prefab for on‑screen joystick / buttons.

Desktop Gameplay UI

Prefab with keyboard / mouse hints.


Best Practices

  • Always add new currencies or items here before referencing them in other scriptable objects.

  • Keep GameInstance on a bootstrap scene object tagged DontDestroyOnLoad; destroying it will break cross‑scene references.

  • After editing shop or reward data, remember to export JSON again if you use the WebSocket backend.


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