Hikaru / Unity

Personal Unity project · Client-only edition

Hikaru Unity Demo

Gacha, a card inventory, a short rhythm game, and a random maze.
Play to earn crystals, draw cards, and keep your collection.

Built from my original UI, gacha and card inventory project. Rhythm, maze and this smaller edition were developed with AI assistance.

v0.1.1 · Windows x64 · Free download · No sign-in

Extract the whole ZIP, then run HikaruUnityPortfolio.exe.

Role
Junior Unity client portfolio
Tools
Unity 6 · C# · UGUI
Progress
One local JSON save

Four connected modules

Actual screens from the downloadable client.

Original gacha interface with card artwork, crystal balance, and single or ten-draw buttons

01 Gacha

The original card art and draw screens. Spend crystals on single or ten-card draws, then find the results in the same inventory.

Five equally likely cards. No pity system.

Original card inventory showing owned card rows, artwork, level, and team controls

02 Card inventory

Inspect owned cards, quantities and levels. Upgrade, mark cards for a team, or remove a row; changes are saved locally.

The original card grid, artwork and detail view are retained.

Four-lane rhythm game with Tap and Hold instructions, score, and a visual speed control

03 Rhythm

A 40-second song with four lanes, Tap and Hold notes, timing feedback and combo. A qualifying finish earns crystals.

D F J K · Pause / Resume or Esc during play. Scroll speed keeps song and hit times fixed.

Finite single-player maze with the original character, nearby visible corridors, and a partially explored minimap

04 Single-player maze

A new finite maze each visit. Collect scattered crystals and find the exit for a reward. Only nearby cells are visible; the minimap remembers this run’s explored area.

W A S D to move · Walk over crystals to collect.

One collection loop

  1. Play rhythm or explore
  2. Earn crystals
  3. Draw cards
  4. View your inventory

Both gameplay controllers add rewards through DemoProgress. Gacha and inventory use that same wallet and local save.

Follow the input-to-save flow →

About this project

I’m preparing for junior Unity client roles. This smaller edition focuses on a playable loop and code that can be followed from a button or key press to a visible result.

My original work is the UI, gacha and inventory foundation. The later gameplay and this extraction used AI assistance. Artwork and character assets come from the existing project, including third-party resources.

The Windows demo, Unity source code and implementation notes are public. The architecture page links directly to the C# files behind each module.