Card Kit


Card feel (Unity, URP) Cards with mouse-relative tilt, foil and a holographic URP shader ... Save/load slots, localization, toast notifications, achievements, input rebinding and first-run ...


by Sangue3


Price History +

A code-first card-game engine for Unity 6 and URP: a pure C# rules core, polished card feel (drag, tilt, foil, dissolve), runtime card faces, an AI rival and a complete sample game.
  • Unity 6000.3 or newer, Universal Render Pipeline 17.3
  • Dependencies (installed automatically by Package Manager): Input System 1.19, uGUI 2.0, URP 17.3
  • Installs as a UPM package (com.sangue3.cardkit) under Packages, not Assets
  • Assemblies: Sangue3.Core, Sangue3.CardCore (both with no engine references), Sangue3.CardKit, Sangue3.GameShell, plus an editor assembly
  • All code in the Sangue3.* namespaces; full C# source included
  • 146 EditMode tests (enable with "testables": ["com.sangue3.cardkit"])
  • Sample: Lane Duel (import from Package Manager > Card Kit > Samples)
  • Bundled fonts: Cinzel and Alegreya, SIL Open Font License 1.1 (see Third-Party Notices.txt)
  • No textures, models or audio files are needed: the sample's art and sound are generated at runtime

Card Kit is the foundation for a card game, split into four assemblies you can take together or one at a time. Bring your own cards, rules and art; the kit gives you the engine and the feel.

Rules core (pure C#, no Unity dependencies)

  • Board, lanes and card instances with named stats and stat modifiers
  • An effect contract for on-place and on-reveal effects
  • Turn and round resolution with a game-event stream your scene replays
  • Lane conditions, with five ready-made rules to start from
  • Fork() and PreviewPlay() for what-if simulation, and a greedy AI built on them
  • Seeded RNG that can be saved and resumed
  • Runs headless: test it in EditMode, or run it on a server

Card feel (Unity, URP)

  • Cards with mouse-relative tilt, foil and a holographic URP shader
  • Drag and drop onto zones, with snapping and highlights
  • Card faces baked at runtime from your data: name, art window, rules text, cost badge, bundled fonts
  • Drop a PNG in a Resources folder and it replaces that card's placeholder art; no code change
  • Pack opening, inspect panels, dissolve, floating numbers, camera shake, banners and a GameObject pool

Game shell (optional)

  • Boot and faded scene changes, a settings overlay and persisted volume
  • Audio hub with pooled sound effects and crossfading music, plus 10 procedural sound effects you can bake to audio files
  • Save/load slots, localization, toast notifications, achievements, input rebinding and first-run hints

Lane Duel sample

A complete best-of-three lane battler built only from Card Kit: drag and drop, simultaneous reveal, an AI rival, lane rules, and the full feel layer. Three short, readable scripts.

What it is not: Card Kit is a code-first engine, not a no-code editor. It has no multiplayer networking and no deck-builder screens; card art in the sample is procedural placeholder art.

Documentation: README in the package, plus the Lane Duel README.
Support: prdcgomes4@gmail.com · https://sangue3.github.io/support.html