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Simple Connect

Two verified puzzle engines — draw the pairs, or rotate the pipes.

A puzzle toolkit for Unity with three ways to play: Connect (draw lines linking matching endpoints; square & hex), Pipes (the pair boards as scrambled rotate-to-fix tiles), and Network (one connected pipe system to rotate back together — with pinnable fountain cells). Every board is verified and stored as a ScriptableObject. You bring the movement, input, and art.

v1.0 · by Living Failure

What it is

Simple Connect generates grid puzzles whose solution links every pair of matching endpoints with a path, where no two paths cross. By default the paths fill the whole board; an optional Strict lines rule keeps each path from running beside itself (clean routes, some cells left empty).

It doesn't just make boards — it verifies them. A solver reports whether a puzzle has exactly one solution, so you can ship "guaranteed unique" levels. Generate single puzzles or whole packs, on square (4-neighbor) or hexagonal (6-neighbor) grids — all deterministic from a seed.

The second engine generates networks: one connected system of pipe tiles (straights, corners, T-junctions, crosses) that the player rotates back together. Shape it with branchiness and junction-bias dials, weld in loops, seal every dead end for closed plumbing, and pin fountain cells that must be fed by an exact number of pipes — the generator satisfies every pin and proves the result. Networks are square-only.

Features

Square & Hex

4-neighbor and pointy-top 6-neighbor grids from one API.

Verified unique

Solution counter with sound pruning plus node and time budgets — it never hangs.

Fill or Strict lines

Fill the whole board, or turn on Strict lines for clean paths that never touch themselves.

No color in the data

Each pair carries an integer Id; the renderer maps it to a color, pipe, or number.

Deterministic

Any board reproduces from a short seed string.

ScriptableObjects

Save single puzzles or packs; one list mixes both.

Network engine

Rotate-to-connect pipe networks, unique by rotation. Branchiness and junction-bias dials; loops and a dead-end cap (0 = fully sealed plumbing).

Fountains

Pin cells to an exact pipe count (2/3/4, or ? = rolled per board). Click-to-pin authoring, or scatter random pins with one slider.

Zero core deps

Pure-C# generator/solver/rules. Built-in, URP, and HDRP.

Editor tooling

Two Generate windows (batch + preview + save), plus inspectors with a grid preview, Verify, and Re-roll — all undoable.

A real demo

A ready-to-play 3D demo scene with all three modes: drag-to-draw play, tap-to-rotate pipe boards with real meshes, win flow, procedural sound, a landing menu, auto-solver.

How it works

1

Configure

Pick shape, size, coverage, pair count, and Strict lines — in the Generate window or via GenerationSettings.

2

Generate

The path-first generator grows clean lines that cover the board; leftover cells become walls. Always solvable, topology-aware for square and hex.

3

Verify

The solver counts solutions and stamps One / Multiple / Unknown, and rates difficulty (1–5). With Require Unique it hunts for a single-solution board within the budget.

4

Store & play

Save as a puzzle / pack, or feed ConnectPuzzleData straight to your game and drive moves through ConnectRules.

The network engine follows the same flow through its own window and API — NetworkGenerationSettings in, verified NetworkPuzzleData out. See Generating for its dials and fountain authoring.

Why "verified" matters

Lots of generators make solvable boards. Few prove a board has exactly one solution. That guarantee is what lets you build fair, satisfying puzzles.

TipLeftover cells become walls on purpose — they're what force a single solution. Higher coverage means denser, harder boards.

Getting started