@drJones: The vehicle does get “lurchy” at high speeds, but I think it is kind of fun, and a real vehicle of that size traveling at that speed over those bumps would probably be much more lurchy. I may add a larger, heavier, less lurchy vehicle in the future…
@1stAnd10: I should probably put a separate link to my “nostalgic” first day game, as the current link is improving with each passing day
The first day version didn’t have any of the camera switchers, pause buttons, or minimap, the particle effects weren’t quite as cool, and it took me a lot longer than 4 hours. The minimap was really easy to do - I was playing around with the camera settings, and realized I could place a camera high above the map with a small ViewPortRect. I did do a lot of reading from the excellent documentation, but my favorite way to learn is just by trying things 
@Yoggy: Hmm - Looks like you are headed down the volcano to me… 
I have been working hard on a networked edition, and it is currently around 75% complete. Once I get the network driving part working, I think I will implement some rocket launching capabilities - and then we can all have a real battle!
While developing I have run into a couple minor questions which most of you probably know offhand. If anyone could give me a point in the right direction, I would be grateful!
-Aubrey
Component Copying / Duplication:
For a hypothetical example, let’s say I apply a bunch of particle effects to my car GameObject, and then decide to apply them seperatley to each wheel inside the car object instead. Why can’t I just copy the particle component and then paste it into each tire object? Is there another way of doing this besides adding the component to each tire from scratch and then hand typing each parameter over again?
Filesystem Access:
Let’s say that I build an in game car editor, and want to allow people to save the changes they have made to their hard drive. Can my program access the user’s filesystem, and if so, am I “sandboxed” or limited by some sort of security system?
Global Variables:
I don’t know if this is a good practice or not, but I set up a game “controller” object to store the state of lots of important variables in my game. In PHP web development we have “superglobal” ($_SERVER) variables that are shared across objects - does Unity have the same thing, and if so would this be a better way to store my main state variables? If there was a simple way to access objects (see below), this wouldn’t really be needed.
Object Access:
In most object oriented programming languages I have used, objects can access other objects just by their names (such as _root.child.anything or _parent.function()), but I couldn’t find anything like this in Unity after scouring the manual for quite a while. To access my game controller object from other objects I finally had to use “var game : GameController;” and link it through the GUI, but this seemed like a huge pain to do for every little script I write. Is there a better way to do this?
Undo:
It seems that many GUI operations (such as deleting project resources and modifying script parameters) don’t enter the undo trail, and this “bit” me quite a bit while learning how things worked by changing them. Am I doing something wrong, or is this on the Unity to do list, or do I need to request it? 
Web Rendering Settings / Performance:
When compiling desktop applications, users are provided with a quality option when running the game. Is there some way to also tailor the quality of embedded web applications to the user’s machine, or does this just happen automatically with no input needed? Also, does anyone have benchmarks comparing embedded to downloaded applications?
Transform Required Component:
Perfectionist that I am, it kind of bugs me that my game controller object has to have a position in space. Honestly, is there a good reason for this?