Runner (Template)
Starter asset to create your runner game based on these various templates!
Runner Temps Structure
1- MOST Systems
As this asset is part of MOST IN ONE, it has some MOST Systems
Check the documentation for each system for more details
🔹 MOST_Action 🔥🔥🔥🔥🔥🔥🔥
works as a manager to a collection of actions like particles, transform animations, sound effects, materials tweaks, camera control, and a lot more
🔹 MOST_Editor 🔥🔥🔥🔥🔥🔥🔥
A plug-and-play Unity editor bundle of attributes, drawers, and utility structs that supercharge inspectors—no custom editor boilerplate needed. It adds styled headers/lines, conditional show/disable, required & hints, GUI tinting, help boxes, foldout grouping, and a lot more
🔹 MOST_Database 🔥🔥🔥🔥🔥🔥🔥
TO Create/Store/Save/Load all of the game keys and data like currencies, current level, scores(current/best), IAP, etc.
Audio controller that targets Unity’s AudioMixer: manages 4 ready-to-go groups (Master/Music/SFX/UI), with a UI-support listeners
🔹 MOST Damage A modular health and damage system with support for layer/tag filtering, health bars, damage/heal popups, effect triggers, and event hooks (On Heal, On Take Damage, On Defeat).
🔹 MOST Gate A configurable gate system with input/output logic (math/custom), automatic text labeling (positive, negative, or empty), animations, and a customizable output hook.
🔹 MOST Road A touch-friendly straight-road movement system with smooth control, rotation direction support, camera follow, and road-bound constraints.
🔹 MOST Gradient (Shader) A two-color gradient shader (including transparency), easy to configure and perfect for world-space effects and stylized visuals.
2- Game Settings
All templates share the new MOST IN ONE Universal Game Manager...
Universal is...
Audio Manager + Level Manager + UI Menu Manager + Game Events Manager

3- Character Control
Each character has its own settings and the script build, all share the same movement system, base prefab build.
There are 4 Character control systems (Epic Road and Epic Runner have the same character)
Character Control_Count
Character Control_BigBrain
Character Control_Pistol
CharacterControl_ShootRunner
Templates
1- Epic Runner

2- Epic Road

3- Pistol

4- Count

5- Big Brain

Level Generator
To open the Runner Level Generator window
Tools > Runner Level Generator

1) Profile Assets
are ScriptableObject assets that store all settings, including prefab references. In the window header:
From the window, drag an existing profile or pick from the object field. Changing it auto-loads.
New: create a profile
.assetand seed it with the current window state.Save: write the current window state back to the selected profile.
Load ▾: quick menu listing all
RunnerLevelProfileassets in your project.
The last selected profile is remembered. Renaming/moving assets within
Assets/is safe—Unity keeps references stable.
MAKE SURE to tap Save after you finish your edits on the Profile.
2) Save Section
Save As Prefab: if enabled, generated GameObject is also saved as a prefab.
Save Folder: Unity path (e.g.,
Assets/Levels).Base Name: e.g.,
Level→ auto saves asLevel #1.prefab,Level #2.prefab, etc.The Auto name preview shows the next number.
If Save As Prefab is off, the tool still builds the level in the open scene (no prefab saved).
3) Layout
Start Position: world origin where generation begins.
Road Prefab (optional): the repeated segment. If empty, road is skipped.
Repeat Times: number of road segments.
Offset Between Parts: applied per segment (e.g.,
(0,0,10)for 10m spacing).
4) Endgame
Endline Prefab (optional): final marker. If empty, endline is skipped.
Offset From Start: where to put the endline relative to Start.
Have Bonus: enables the bonus section logic.
Length fallback when Endline is missing If Endline Prefab is empty, the system uses Endgame.OffsetFromStart to define track length. If that is (effectively) zero, it falls back to
RepeatTimes × OffsetBetweenParts.
5) Bonus Repeater
Common settings
Repeated Prefab (optional): step prefab. If empty, bonus is skipped.
Amount: how many steps to spawn.
Offset per Step: distance between steps.
Offset From Endpoint: position offset relative to the endline (or fallback endpoint).
Gate Mode (Is a Gate = on)
Is a Gate: when enabled, the tool writes text values to all
MOST_Gatecomponents found anywhere under each spawned step (children included).GateText / OutputText progression:
Start + Jump values (floats) increment per step.
Signs (
GateSign,OutputSign) determine text prefix; + won’t be added in front of negatives.
Each step updates every
MOST_Gateunder that step.
Legacy Mode (Is a Gate = off)
Legacy TMP Text (xN): shows xN values on configured TMP children:
Start + Jump control
x<value>per step (e.g.,x1.0,x1.2,x1.4).
Text Names in Step Children: list of child paths that contain
TMP_Text.Colored loop (Legacy): optional target path + materials; loops index with step.
This section is the replacement of MOST_Repeat system
6) Level Objects (Parts)
Offset From Start (Z) / Offset Before Endline (Z): define the Z window in which objects spawn.
Step Z: base spacing (per row) along Z.
Step Y: per-row change in Y (0 means single Y row).
Road Width: used to compute lateral lane positions.
Part properties
Each Part is one candidate object the system may spawn on a row.
Name (label), Prefab (required).
Road Separation: 1, 2, or 3 lanes.
by summing the Chance of all parts in each separation, and sampling across the summed weights.
Example: if 1-lane total = 5, 2-lane total = 12, 3-lane total = 3 → row chooses
Separation 2~60% of the time.1 lane:
x = 02 lanes:
x = ± (RoadWidth * 0.25)3 lanes:
x = - (RoadWidth * 0.25), 0, + (RoadWidth * 0.25)
Extra Step Z: a delta added to the global Step Z for rows that choose this part. Each row’s Z is at the midpoint of its step (anchor + step * 0.5), ensuring evenly centered spacing.
Chance: relative weight for selecting the part (see selection algorithm below).
Spawn Offset: per-object positional offset added after lane placement.
Gate (optional) on a Part
Is a Gate (MOST_Gate): enables gate text assignment for objects spawned from this part.
Gate Presets (min 1): each preset = Sign, Range Min/Max, Step, No Zero
At spawn time, the system picks one preset per
MOST_Gate(per component!) and then picks a stepped value.Assigns GateText as
Sign + value(with “+” suppressed for negatives).
Update Output Text: enable Output writing
Output Sign
Out Min/Max, Out Step, Out No Zero
Output value selection is separate from Gate and also per
MOST_Gate.
Multiple MOST_Gate components under the same spawned object are handled independently. Each gate component gets its own preset and stepped pick so results won’t be uniform. The tool searches all children (including inactive) under a spawned instance. No hard assembly dependency: it looks by type name
"MOST_Gate".
Important tips I only see it as FAQ 😄
Q: Can I generate without roads/endline/bonus? A: Yes—any of those can be empty and the system continues.
Q: And parts with missing prefabs? Any selected Part with a missing prefab → that lane is skipped; other lanes still spawn.
Q: Will gate texts ever show "+-10"?
A: No—“+” is not prepended for negative values.
Q: Can I ensure a part always takes the center lane? (Important one) A: By default, the part-to-lane mapping is unbiased (you can add a one-line shuffle of the selected list if needed). To force a lane, create distinct parts per lane and control their Spawn Offset and Chance accordingly.
Q: Do profiles include everything?
A: Yes—all window settings (including prefab references) are serialized into the .asset profile.
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