Daily Rewards

by [email protected]

Detail this asset from Unity Store: Original Link

This is a paid asset, but now you can download Daily Rewards Free.

Daily Rewards v1.3.2

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Daily Rewards v1.3.1

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Daily Rewards v1.2.2

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Daily Rewards and Timed Rewards are a great way to increase retention but also helps monetization as players get a sense of the benefit of having more coins/currency within the game.

Avoid player cheating by changing the device clock! This asset uses an anti-cheating mechanism that uses a network clock.

• Supports multiple days (even weeks or months)
• Timed rewards feature for a single or multiple rewards per seconds interval
• Mobile ready
• Easy to use
• Easy to integrate
• Portrait and Landscape versions

Check the live demo here

Check a those games running Daily Rewards: here and here

Do you have a cool game running Daily Rewards? Let me know in the forums or through e-mail!

Overview
Daily Rewards is a great way to increase retention but also helps monetization as players get a sense of the benefit of having more coins/currency within the game.

This asset contains Daily Rewards and Timed Rewards.

Updating from previous versions
If you’re updating from a previous version make sure to backup your Daily Rewards configuration first.

Delete Daily Rewards folder before importing the current version.

Quick Setup
Import this package into a new project

Drag one the following prefabs to your scene:

DailyRewardsLandscape

DailyRewardsPortrait

TimedRewards

Features
Supports multiple days or even weeks or months
Time your rewards for any interval
Mobile ready
Easy to configure and integrate into your project

Daily Rewards
Daily Rewards consists on a single prefab with two scripts:

Daily Rewards configuration
Daily Rewards interface controller

Instance ID
If you need more than one instance of Daily Rewards running for different rewards you can set distinct ids here. You may leave at 0 if you have only one instance.
Different instances can be called through: DailyRewards.GetInstance(id)
Is Singleton
On: If you’re managing Daily Rewards through script and want it to stay active through your whole game you may set it on.
Off: If you have a main scene that opens daily rewards every time
Keep Open
On: Keeps Daily Rewards Open even when there are no rewards available. Useful to show remaining time.
Off: Closes Daily Rewards Canvas if there are no rewards available and closes the canvas when the player claims the reward.
Reset Prize
On: Resets the prize when the player skips the second day
Off: Never resets the prize
Cloud Clock is the anti-cheat mechanism. Is is explained better below.
Rewards
Here you can add/remove rewards.
Unit: The reward name.
Reward: The Reward amount. If it is set to 0 (zero) only the Unit is shown at the interface.
Sprite: The sprite representing the reward shown at the interface.

Timed Rewards
Timed Rewards consists on two scripts:

Timed Rewards configuration
Timed Rewards interface controller

Here is what you can tweak on Timed Rewards configuration:

Instance ID
If you need more than one instance of Timed Rewards running for different rewards you can set distinct ids here. You may leave at 0 if you have only one instance.
Different instances can be called through: DailyRewards.GetInstance(id)
Is Singleton
On: If you’re managing Daily Rewards through script and want it to stay active through your whole game you may set it on.
Off: If you have a main scene that opens daily rewards every time
Reward Time: How many seconds the clock will tick until the reward is available
Is Random Reward?: When set to true it will pick a random reward from the available rewards when claimed.
Cloud Clock is the anti-cheat mechanism. Is is explained better below.
Rewards
Here you can add/remove rewards. If you have more than one reward a panel pops up so the player can choose his reward. If there is only one reward, the player picks this one reward.
Unit: represents the string representation of your reward as it should be shown at the interface.
Reward: The Reward amount. If it is set to 0 (zero) only the Unit is shown at the interface.
Sprite: The sprite representing the reward shown at the interface.

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