Quiz Game Template — Complete Trivia Kit


A few warnings remain until you connect your own services and install the ad plugin; they ... Three game modes, an online leaderboard with a friend system, achievements, ... WHAT YOU RECEIVE


by Erdogan


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A complete, working trivia game - not a starter scene. Three modes, online leaderboard with friends, achievements, ads, IAP, localization. One JSON file drives the whole question set.

Features:

• Three game modes — Normal, Challenge, Daily Quiz

• JSON-driven content; one array holds the whole question set

• Online leaderboard and friend system, global and friends-only tabs

• Two-layer player-name moderation, on-device and dashboard-side

• Achievements system, 13 medals

• Player profiles, 20 unlockable avatars, coin shop

• AdMob banner / interstitial / rewarded (Google Mobile Ads plugin installed by you, simulated until then), rewarded-ad hints, ad-free reward timer

• Unity IAP — four coin packs, remove-ads, codeless Restore Purchases

• Custom on-screen keyboard with per-language alphabets and accent folding

• English/Turkish localization from a single dictionary, ~220 strings

• Local notifications with weekly re-engagement reminders

• Tutorial, splash and profile-creation flow, settings menu


Number of C# Scripts: 54 written for this template (53 runtime, 1 editor), plus the bundled LootLocker SDK and Native Share plugin

Number of Scenes: 6

Number of Prefabs: 12

Number of Textures: 419 (46 UI sprites, 237 flags, 99 jerseys, 20 avatars, 13 medals, 4 position icons)

Texture Resolutions: 15x30 up to 4725x4725; 95% of them are 512x512 or below, and every texture is capped at 2048 on import

Number of Materials: 0 (2D URP; sprites use the default sprite material)

Number of Animation Clips: 2, with 2 animator controllers

Number of Audio Files: 0 (six named, null-safe slots wired and ready; you add your own clips)

Number of Fonts: 1 TextMeshPro font asset - Jersey 10, SIL Open Font License. A few labels use Liberation Sans from Unity's own TMP Essential Resources, which the template imports automatically.

UI: portrait mobile, safe-area aware, adapts to tablet aspect ratios

Input Methods: touch; keyboard only for the Android back button and the in-editor screenshot key

Supported Development Platforms: Windows, macOS, Linux

Target Platforms: Android (verified), iOS (written, never built)

Render Pipeline: Universal Render Pipeline 17.0.4

Minimum Unity Version: 6000.0.62f1

Scripting Backend: IL2CPP, ARM64 for Android


Package Dependencies: com.unity.render-pipelines.universal 17.0.4, com.unity.purchasing 5.1.2, com.unity.services.analytics 6.3.0, com.unity.mobile.notifications 2.4.3, com.unity.inputsystem 1.14.2, com.unity.timeline 1.8.9, com.unity.ugui 2.0.0, com.unity.visualscripting 1.9.7, com.unity.2d.sprite 1.0.0. All nine are Unity registry packages, declared as dependencies of this asset, so Unity installs them during import; an internet connection is required.


Third-Party Software: Asset uses Native Share, the LootLocker SDK and ZeroDepJson under the MIT License; the Jersey 10 font under the SIL Open Font License 1.1; and the Unity packages listed above under the Unity Companion License. TextMesh Pro Essential Resources are not shipped; the setup menu imports Unity's own copy. The Google Mobile Ads plugin (Apache License 2.0) is not included; buyers install it from Google if they want real ads. See Third-Party Notices.txt file in package for details.


Documentation Link: https://github.com/ErdoganZ/quiz-game-template-docs - the 8,000-word manual, also inside the package.


Important / Additional Notes:

• After importing, run Tools > Quiz Game Template > Apply Project Setup before pressing Play. It assigns the render pipeline, the input handling, the orientation and the scene list — the four things a package file cannot carry.

• The template ships with no credentials of any kind — Google's test ad unit IDs, empty LootLocker keys, placeholder IAP product IDs. Section 12.1 of the manual lists everything to replace before you ship.

• A fresh import produces no console errors. A few warnings remain until you connect your own services and install the ad plugin; they are configuration messages, not defects, and section 10 lists each one and what clears it.

• Audio files and the original question database are not included. A small sample dataset ships with the package so the game is playable on first import.

• AI-generated content: the 20 unlockable avatars and the main menu background were generated with AI tools and edited by hand afterwards. Everything else — the UI sprites, icons, flags, jersey images and medals — was drawn by a human artist. Third-Party Notices.txt records this as well.

• The sample question set is placeholder data written for this template — invented names, invented teams, invented leagues. No licensed or real-world content of any kind is included, so nothing has to be cleared before you replace the data with your own.


Quiz Game Template is a complete, working trivia game, not a starter scene. Three game modes, an online leaderboard with a friend system, achievements, unlockable avatars, ads, in-app purchases and a full localization layer are already built and wired together. You can build it to a device on the day you buy it.


Documentation: https://github.com/ErdoganZ/quiz-game-template-docs


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WHAT YOU RECEIVE


The complete template — six scenes, all scripts, prefabs, artwork and the sample data — plus a one-click setup step for the few things a package cannot carry.


Import it into a new 2D (URP) project, or into one you already have. The packages it needs are declared as dependencies, so Unity installs them as part of the import and the project compiles straight away. Then run Tools ▸ Quiz Game Template ▸ Apply Project Setup for what is left: it assigns the render pipeline, sets Active Input Handling and the screen orientation, and fills Build Settings with the six scenes in order. TextMesh Pro's Essential Resources are imported automatically from Unity's own package.


The setup only adds: a package you already have at another version is left alone. Verify Project Setup prints a pass/fail line for each item and changes nothing.


A fresh install produces no console errors. A few warnings appear until you connect your own services and install the ad plugin — Unity Services, in-app purchases, LootLocker and Google Mobile Ads — and each one names the section of the manual that clears it.


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ONE JSON FILE DRIVES THE WHOLE GAME


The entire question set is a single JSON array. Swap it and you have a different game - movie quiz, capital cities, chemistry revision, band logos, company trivia. The engine never learns what the answers are about.


{ "id": 1, "answer": "JOHN SAMPLE", "league": "Demo League", "position": "Forward", "nationality": "Brazil", "currentTeam": "Sample FC", "allTeams": ["Sample FC", "Placeholder United"], "trophies": [], "jerseyNumber": "9" }


"answer" is the word the player spells; every other field is a hint. Images are matched by filename — "Bosnia and Herzegovina" in the JSON loads T_Flag_BosniaAndHerzegovina.png — so adding a category means dropping a PNG into a folder. No registry to update, no Inspector list to maintain. The manual walks through one full conversion into a movie quiz.


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THREE GAME MODES


• Normal — sequential levels grouped into sections, with a level map that builds itself from your data. Add 500 questions and the map is 500 levels tall.


• Challenge — 30-second timed survival feeding a global leaderboard, with a daily attempt limit players can extend with coins or a rewarded ad.


• Daily Quiz — one question per day, identical for every player worldwide, derived deterministically from the calendar date. No server, no scheduling, no maintenance.


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ONLINE BACKEND AND PLAYER SAFETY


• Global and friends-only leaderboards on LootLocker's free tier (MIT-licensed SDK), with shareable player IDs


• Player-name moderation in two layers: an on-device profanity and impersonation filter, plus server-side renaming - rename an abusive player in the LootLocker dashboard and it overwrites their in-game name on next launch, no app update needed


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MONETIZATION, READY TO SWITCH ON


• AdMob-ready ads — banner, interstitial and rewarded placements (install the free Google Mobile Ads plugin; until then ads are simulated so everything stays testable)


• A rewarded-ad hint system and an ad-free reward timer, both already wired into the game loop


• Unity IAP — coin packs and a remove-ads product, with codeless Restore Purchases


• Ad frequency, cooldowns and reward amounts are all Inspector fields, documented with their defaults and what changing them does


• Ships with Google's official test ad unit IDs, so nothing goes live by accident


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BUILT TO BE HANDED OVER


Written as a shipped commercial game first and packaged afterwards, so it is documented the way you would hand a project to another developer: an 8,000-word manual in 12 sections, one per system, plus a customization reference naming the exact file and line behind every value you might want to change, and a troubleshooting section listing the console warnings a fresh install is supposed to produce.


The scripts were originally written in Turkish and have been fully translated. Scene names, filenames, class and method names, serialized field names, local variables, localization keys, JSON keys and every comment are English. The only Turkish left is the Turkish half of the localization dictionary — the point of a bilingual game, and removable in one edit.


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REQUIREMENTS


Unity 6000.0.62f1 (Unity 6 LTS), Universal Render Pipeline. Use this exact version — a newer one triggers an asset upgrade that can break serialized scene references. No paid third-party assets are required; every SDK used is free.


Android is the verified platform: this template was developed, shipped and maintained as an Android game. iOS support is written but unverified - the notification layer has complete iOS code paths, vibration is guarded for both platforms, and every SDK ships its iOS side, but no iOS build has ever been produced: no Xcode archive, no device test, no App Store IAP run. Budget time for that first-build work.