Triple Match item sorting kit
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11.1 Coins and lives

Select the game manager and expand Player Data.

Player Data settings
Player Data settings
SettingWhat it does
Initial CoinsCoins given when no saved coin value exists.
Initial LivesStarting lives for a new profile.
Max LivesNormal maximum lives. Keep starting lives at or below this.
Life Recovery Interval SecondsTime to recover one life. 600 means 10 minutes. Use a positive value.
Refill Lives CostCoins needed for a full refill.

Lives recover using saved time, including time away from the game. Infinite lives lets the player attempt levels without consuming a life for the configured duration.

Life use in the current flow: Starting a level does not immediately remove a life. Leaving or restarting an unfinished attempt uses one. Giving up after failure uses one. Completing a level keeps the life. A continue resumes the same attempt.

11.2 Out of Lives popup

Open Assets/Prefabs/UI Panels/OutOfLivesPopup.prefab.

Out of Lives popup and editable references
Out of Lives popup and editable references
AreaWhat you can change
Header TextsAssign the title and subtitle text objects. Check both edit-time text and the running popup.
Lives DisplayHeart objects, full/empty sprites, the lives ratio, and countdown text.
Refill OptionCoin refill button and cost label. The actual coin cost comes from Player Data.
Ad Refill OptionRewarded button and Lives Awarded Per Ad.
IAP Lives OptionsReferences to the existing refill and infinite-lives purchase buttons.
NavigationHome button.

If you change Max Lives, check the number of connected heart objects too. A larger number in Player Data does not add new UI objects by itself.

11.3 Level completion rewards

Open Assets/Prefabs/UI Panels/WinPanel.prefab.

Win popup and reward settings
Win popup and reward settings
  • Base Level Reward: The popup's fallback reward.
  • Time Bonus Multiplier: Controls the reward calculated from remaining time.
  • Ad Bonus Multiplier: Controls the multiplied claim option.
  • Star Objects / Star Reveal Delay: Control the star display and reveal timing.
  • Reward Labels and Buttons: References for displaying and claiming the reward.

The time bonus is remaining seconds x Time Bonus Multiplier, rounded to a whole number. For example, 40 seconds left with a multiplier of 0.5 adds 20 coins. Stars use the remaining time ratio: at least 50% gives three stars, at least 25% gives two, and less gives one. An unlimited-time level gives three stars. These star thresholds are part of the existing behavior, not Inspector sliders.

11.4 Time's Up and continue

Open Assets/Prefabs/UI Panels/TimeUPPanel.prefab.

Time's Up popup and continue configuration
Time's Up popup and continue configuration
FieldWhat it does
Coins CostCoins needed for the coin continue option.
Extra SecondsTime added when continuing.
Max ContinuesLimit checked by the continue flow.
Coin / Ad / Rescue buttonsConnect the existing continue choices.
Description and labelsConnect the text objects updated by the popup.
Give Up ButtonEnds the attempt through the existing failure flow.

11.5 Progress and testing settings

Use the Level Manager screenshot in Section 6.

  • Level Database: Main ordered content list.
  • Inline Level Prefabs: Fallback list when the database has no levels.
  • Level Container: Optional parent for spawned level content.
  • Save Progression: Enables saving unlocked progress.
  • Save Key: Name used for stored progression. Changing it switches to a different stored progression value; it

does not rename or clear all player data.

  • Enable Test Level / Test Level Number: Starts testing from a chosen level.
  • Enable Skip Level Button / Skip Level Button: Connects a testing shortcut.
  • Legacy Fallback: Older scene-based setup. Keep it as supplied for the normal prefab/database workflow.

The Game Manager fields below are mostly live status information. They are not the place to set a level's item count or configure its starting difficulty.

Game Manager live status fields
Game Manager live status fields

11.6 Quickly test lives options

In Play Mode, open Player Data's component menu. The included helpers are Debug: Set Lives To 5 (Full), Debug: Set Lives To 0, and Debug: Fast-Forward 10 Minutes. Use these to check the hearts, recovery, and Out of Lives flow. The full-lives helper uses your configured Max Lives, and the fast-forward helper advances one configured recovery interval, even though their menu labels use the original defaults.

These helpers change saved test values. Keep them for your test profile.