Changelog:
VISUALS:
- Full-screen bloom and motion blur: These two effects are turned off by default, but are accessbile in the options menu. Tested on Pendo Pad 4.0 (about 10fps with bloom on) and Samsung Galaxy J1 (30-60fps)
- Sucker Bomb and Torpedo have their final models done:


- New lighting code in vertex shader: Now the shader only calculates ligthing if the light color luminance is above 0, a behaviour that doesn’t occur in any of Unity’s built-in vertex-lit shaders. (Can be seen by opening a fixed-function shader’s generated code) Also added spot light attenuation as well as a multi_compile switch to skip certain expensive operations for directional lights, since attenuation is always 1 (or 2, can’t remember which) for directional lights.
- (LATE ADDITION) Gradient-based ambient lighting removed: it no longer looked that good after making the new code, so I now use plain ambient lighting… 
- High Framerate option added: Now it is possible to play the game at 60fps frame cap rather than 30fps, so long as the device is fast enough. Recommended to have this on when motion blur is used.
- Drawing distance increased in the forest environment: Had to do this, as before, it was hard to see if you were going to run into something at times!
- New start line: now, instead of the two torches, I have a big start line beam. 
- New explosion effect: Now the explosions are a bit more lively! Screenshot:
The bloom effect’s also turned on here… pretty!
CORE:
- Game now has a logo:
Rendered in Cycles using Blender. “Hello players!”
The pyramid in the background may show up as an extra element later in the desert environment as part of the “extra track elements” thing I mentioned in a previous post. 
- ENTIRE PROJECT CONVERTED TO C#: This for some reason actually gave a farily noticeable performance increase!
This also allows me to integrate UNET properly at some point.
- Collision sparks no longer lag: By repositioning a particle system and firing it, the spark effect no longer generates unnecessary garbage collections! 
- Options button finally does something; it now opens a graphics settings menu: This may change into a full-blown option menu at some point. Profile info may show up here also
- Ranking system now runs at 4fps rather than every frame: This speeds up the game on devices that take a while running IComparer operations, like my Pendo Pad 4… 
- THE GAME NOW HAS SOME SOUND!
The soundtrack may be coming soon. Jet bike engine sounds aren’t present yet either. Currently, the bomb and torpedo have sound, as well as the explosions.
- Item generation is now better distributed: Before, the track generator would sometimes generate way too many item spawns, of which turned the racetrack into a battlefield really quickly. Item spawns are also grouped into six now, arranged in a triangle shape for each lot placed.
- Pause menu added: It is now possible to pause the game by pressing the back button on the android device. (Esc key or Joystick Button 9 on PC) Two options, “Continue” and “Quit” anre present… and somewhat self-explanatory. 
- (PC feature only at the moment…) Bomb throw: If you push the analog stick up (or press up on arrow keys/Dpad) when deploying a bomb, you can and will throw the bomb in front of you. Throw distance depends on speed and angle you’re travelling. (unintentional mechanic)
- plenty of other little fixes here and there, there are that many that I haven’t really kept track of them…(Whoops!)
ISSUES:
- Flickering on meshes with edge splits when batching is used: Any pointers for this one? 
- Respawning isn’t fixed yet: Still possible to fall forever and ever when too far out of bounds…
Doesn’t seem to affect AIs though, as they aim for the center of the course when going out of bounds, putting them in the correct triggerbox when falling…
- Explosions sometimes lag at the start of the race: This could be fixed by making it a pre-loaded asset. Would have to test this one.
- Picking up another item box with an item equipped overwrites what’s in the slot: This shouldn’t happen, and can be a pain in the a** when you get a torpedo, but then dash through another box and end up with a bomb instead…
- Bombs sometimes fall through the floor: Only really happens when you throw it in front of you, and that’s thanks to discrete collisions…
Depends on the angle of the surface it collides with as well.
- Sometimes, throwing a bomb after being hit by an item sends it flying REALLY FAR! I don’t actually know the reason for this one… could be how it’s spawning!
- AIs often get stuck behind the rocks either side of the track in the forest environment: They usually can free themselves after a while, but still… 
COMING SOON:
- Primitive UNET multiplayer: I wonder how complex this will get… 
- Profile and Save file.
- Multi-item pickup: I am planning on adding a feature where picking up an item box sometimes gives you more than one of the item you pick up. How many you pick up will be a random number between 2 and 10. (SO MANY TORPEDOES!!!
)
- Finalized mode layout: I haven’t quite decided how this game shall be played yet, so as of yet the game modes layout isn’t drawn up. Of what I have come up with so far: Your usual racing mode, a battle mode, some sort of single-player mash-up, and obviously some sort of online multiplayer. Again, not finalized, feel free to make suggestions! 
- Animation: The rats need a bit more character I think, so at some point, I will be adding animations for the following: throwing/dropping items, boosting (will come with boosting mechanics and items), an “I got you” animation (like Mario Kart…
), a hit animation. Currently, there’s an animation where the rats run up and jump onto the bikes at the start of the race, and that’s it.
- I may be going to try out IL2CPP for android soon: I am yet to download the Android NDK for it though, so stay tuned for when I do get aroud to doing this! 