Boating Through is a fast-paced, infinite runner-style arcade game built in Unity.
Guide your boat through a procedurally generated path of tiles. The path zig-zags, and one wrong turn sends you sinking into the abyss.
- Start: Click anywhere to begin.
- Steer: Click (or tap) to switch direction. The boat alternates between moving Forward and Left.
- Goal: Survive as long as possible and beat your high score.
- One-Tap Controls: Simple, addictive gameplay mechanics.
- Dynamic Path: The course is generated as you play.
- Graphics: Features a vibrant cel-shaded art style and stylized water rendering for a unique visual aesthetic.
Assets/Scripts/GameManager.cs: Handles game state (Menu, Playing, Game Over), scoring, and time manipulation.Assets/Scripts/Player.cs: Manages boat movement, input handling, and "sinking" physics.Assets/Scripts/TileManager.cs: (Inferred) Likely handles the spawning of new path tiles.
GameManager.cs: The central singleton. Manages high-level game states (Menu, Playing, GameOver), coordinates the slow-motion death effect, and handles the auto-restart timer.Player.cs: Controls the boat. Handles the "tap-to-turn" input logic, constant forward movement, and the raycast-based ground check that triggers the sinking mechanic.TileManager.cs: Procedural generation system. Uses Object Pooling (Stack<GameObject>) to efficiently recycle path tiles (Top/Left variants) and randomly spawns pickups.
UIManager.cs: Updates the HUD (Score) and Game Over screens (Restart countdown).AudioManager.cs/Sound.cs: A custom audio system for playing SFX and Music.Pickups.cs: Handles the floating collectibles, adding score upon collision with the player.Tile.cs: Logic for individual path segments (e.g., attach points).
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This project is licensed under the MIT License - see the LICENSE file for details. Copyright (c) 2026 ARGUS


