Triple Match item sorting kit
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10.1 Find the booster assets

Open Assets/Data/Boosters.

Available booster assets
Available booster assets
BoosterWhat it doesExtra editable setting
HintHighlights a helpful move.Highlight Duration
UndoReverses an eligible recorded move.Uses Move History Tracker
ShuffleRearranges items.Uses the existing shuffle behavior
Freeze TimeStops the timer temporarily while allowing play.Freeze Duration
Extra TimeAdds time to a timed level.Bonus Seconds
HammerClears one available match.Include Locked Shelves
MagnetAttempts to clear up to three available matches.Include Locked Shelves
Magic WandConverts selected item types to a chosen type.Types To Convert Count
UnlockUnlocks one shelf, or clears one slot obstacle if no locked shelf is available.Uses the existing unlock behavior

A booster must have a valid situation to act on. For example, Undo needs a recorded move and Extra Time needs a timed level.

10.2 Change a booster's settings

Select its data asset. The example below shows the Hammer asset and the common settings used by boosters.

Hammer booster asset and common booster settings
Hammer booster asset and common booster settings
FieldWhat it does
Booster TypeConnects the asset to its existing booster identity. Keep it matched to the asset's behavior.
Booster TitleName shown by the relevant booster UI.
DescriptionExplains the booster to the player.
IconBooster artwork.
Unlock At LevelFirst level where the booster becomes available.
Show Unlock PopupEnables the introduction popup at its unlock level.
Default Inventory CountStored on the asset. In this project's current inventory loading flow, starting stock comes from Booster Inventory's Initial Count Per Booster.
Blocks Player InteractionControls input blocking during the booster's action where supported. Freeze Time keeps player interaction available.

10.3 Choose the active boosters

Select the game manager and expand Booster Manager.

Registered and active booster lists
Registered and active booster lists
  • Inventory: Reference to Booster Inventory.
  • Move History: Reference to the tracker used by Undo. Assign it when using Undo.
  • Boosters: The registered booster assets.
  • Active Boosters: The booster types offered through the active in-game booster flow.

Keep the required asset registered, then choose the types you want active. Check the booster bar and pre-level selection separately; they also have their own UI references.

10.4 Change starting stock

On the same game manager, expand Booster Inventory.

  • Initial Count Per Booster: Starting count for each type that has no saved inventory yet.
  • Infinite Boosters: Stops consumption for testing.

Saved inventory takes priority over new starting values. Turn Infinite Boosters off before your final check.

10.5 Change the booster bar

Booster bar objects
Booster bar objects

Select the relevant button under BoosterBar. Its Booster Button UI component has Booster Type and references for the button, icon, name, count, badge, and lock visual.

When duplicating a booster button, set the correct Booster Type and connect its own child objects. Check the Booster Bar UI > Buttons list too.

10.6 Change pre-level selection

Pre-level booster cards and their references
Pre-level booster cards and their references

In LevelStartPopup, each Booster Select Item connects a Booster Type, Button, Card Image, Normal Sprite, Selected Sprite, Count Text, Count Badge, and Lock Object. Change the type to choose the existing booster offered by that card. Keep its child references assigned.

10.7 Change the unlock popup

Booster unlock popup
Booster unlock popup

Open BoosterUnlockPopup.prefab. Replace its graphics and adjust the connected title, subtitle, description, icon, and action button. The selected booster supplies its content when opened.

Unlock popup history is saved. A popup already shown on your test profile may not appear again simply because you change its artwork.