---
id: wiki-2026-0508-triple-match-3d
title: Triple Match 3D
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Match 3D, Triple Match, Tile Match, Match Triple 3D]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [game-design, mobile, casual, match-3d, hyper-casual]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: csharp
  framework: unity6
---

# Triple Match 3D

## 매 한 줄
> **"매 3 개 의 same item 의 collect — 매 satisfying haptic loop"**. 2021 Triple Match 3D (Rollic) → 2022 Match Factory! → 2024 Match Triple 3D 의 evolution. 매 'tile-match' subgenre 의 mobile casual 의 leader — 매 7-slot tray + 3D physics + 매 daily LiveOps 의 핵심.

## 매 핵심

### 매 core loop
- **3D 환경 of items**: pile/scene 의 visible items.
- **Tap to pick**: tap → item 의 7-slot tray 의 send.
- **Match 3 of same**: tray 의 3 same items → auto-clear.
- **Tray full = lose**: 매 7 slots 의 fill → game over.

### 매 progression
- **Level structure**: handcrafted scenes (50+ unique) + procedural variations.
- **Booster system**: undo, freeze, shuffle, +3 slots — 매 IAP 의 hook.
- **Daily challenges**: 매 reward calendar 의 retention engine.
- **Meta layer**: collection album, area decoration (Match Factory! style).

### 매 응용
1. Triple Match 3D — Rollic 의 originator (2021, 100M+ downloads).
2. Match Factory! — Peak Games (Zynga) 의 evolution + meta.
3. Tile Busters — Playrix 의 entry.

## 💻 패턴

### Tray + Match Logic (Unity C#)
```csharp
public class MatchTray : MonoBehaviour {
    [SerializeField] int capacity = 7;
    List<Item> slots = new();
    
    public bool TryAdd(Item item) {
        if (slots.Count >= capacity) return false;
        // 매 same-type items 의 그룹화
        int insertIdx = slots.FindLastIndex(s => s.type == item.type) + 1;
        if (insertIdx == 0) insertIdx = slots.Count;
        slots.Insert(insertIdx, item);
        item.MoveTo(GetSlotPosition(insertIdx), 0.3f);
        StartCoroutine(CheckMatchAfterMove());
        return true;
    }
    
    IEnumerator CheckMatchAfterMove() {
        yield return new WaitForSeconds(0.35f);
        for (int i = 0; i + 2 < slots.Count; i++) {
            if (slots[i].type == slots[i+1].type && slots[i].type == slots[i+2].type) {
                ClearMatch(i, i+2);
                yield break;
            }
        }
        if (slots.Count >= capacity) GameOver();
    }
    
    void ClearMatch(int start, int end) {
        for (int i = end; i >= start; i--) {
            slots[i].PlayMatchVFX();
            Destroy(slots[i].gameObject, 0.4f);
            slots.RemoveAt(i);
        }
        Haptics.Light();
        ScoreManager.Add(30);
    }
}
```

### 3D Pickable Item
```csharp
public class PickableItem : MonoBehaviour {
    public ItemType type;
    Rigidbody rb;
    Collider col;
    
    void OnMouseDown() {
        if (!IsTopOfPile()) { ShakeNo(); return; }
        if (!MatchTray.Instance.CanAccept()) { ShakeNo(); return; }
        rb.isKinematic = true;
        col.enabled = false;
        MatchTray.Instance.TryAdd(this);
        SoundManager.Play("pick_pop");
    }
    
    bool IsTopOfPile() {
        // 매 raycast 의 위 → 매 obstruction 의 X
        return !Physics.Raycast(transform.position, Vector3.up, 0.5f);
    }
}
```

### Booster: Undo
```csharp
public class UndoBooster : Booster {
    Stack<Item> history = new();
    
    public void Record(Item item) => history.Push(item);
    
    public override void Activate() {
        if (history.Count == 0) return;
        Item last = history.Pop();
        MatchTray.Instance.Remove(last);
        last.ReturnToScene();
        Spend(1);
    }
}
```

### Difficulty Curve
```csharp
public static class DifficultyCurve {
    public static LevelConfig Generate(int level) {
        return new LevelConfig {
            uniqueTypes = Mathf.Min(6 + level / 5, 14),
            totalItems = 30 + level * 3,
            obstructed = level >= 10,
            timeLimit = level >= 20 ? 90f - level * 0.5f : 0f,
        };
    }
}
```

### LiveOps Daily Challenge
```csharp
[Serializable]
public class DailyChallenge {
    public string id;
    public DateTime date;
    public int targetMatches;
    public ItemType requiredType;
    public Reward reward;
    
    public bool Check(MatchEvent e) {
        if (DateTime.UtcNow.Date != date) return false;
        if (requiredType != ItemType.Any && e.type != requiredType) return false;
        progress++;
        if (progress >= targetMatches) GrantReward();
        return true;
    }
}
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| pure casual, fast loop | 7-slot tray, no time limit |
| meta progression 매 retention | collection album + area unlock (Match Factory!) |
| difficulty 매 increase | unique types + obstructions, not slot count |
| monetization | booster IAP + ad-rewarded continues |

**기본값**: 7-slot tray + 50 handcrafted levels + booster IAP — 매 proven Rollic formula.

## 🔗 Graph
- 부모: [[Game Design]]
- 변형: [[Match Triple 3D]]

## 🤖 LLM 활용
**언제**: 매 level layout brainstorming, theme generation, daily challenge variation.
**언제 X**: 매 difficulty tuning 의 final — 매 player data 의 driven.

## ❌ 안티패턴
- **Random pile**: 매 unsolvable layouts → frustration. 매 hand-tested 의 X 매 unsafe.
- **Booster paywall**: 매 ad-rewarded option 의 X → churn.
- **Slot count 의 increase**: 매 difficulty 의 fake — 매 type variety 의 better lever.
- **No haptic**: 매 'satisfying' core feel 의 lost.

## 🧪 검증 / 중복
- Verified (Rollic blog, Sensor Tower 2024 reports, Match Factory! GDC talk 2025).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Triple Match 3D genre analysis + 5 Unity implementation patterns |
