Racing Game Starter Kit 2.0 - Easily create racing games!


Racing Game Starter Kit - Easily create racing games!

The Racing Game Starter Kit (RGSK) is an all-in-one solution for developing racing games in Unity!

Asset Store

Documentation | YouTube | Discord

Demos:
Demo (Windows) | Demo (Android)

Racing System
The racing system is packed with essential features for a wide range of racing games! It includes a lap system, positioning system, AI, replay system, drift system, minimap system, a complete UI system, a powerful camera system, standing/rolling starts, wrong-way detection, race rewards, and much more!

Versatile Race Types
Create custom race types! Built-in race types include:

  • Circuit
  • Point-to-point
  • Lap Knockout
  • Speedtrap
  • Checkpoint
  • Drift
  • Drag
  • Elimination
  • Endurance
  • Time Attack
  • Hot Lap

Effortless Workflow
The workflow makes it easy for anyone with a basic knowledge of Unity to feel at home while developing. No coding is required.

Smart & Customizable AI
The AI system offers a challenge for all skill groups! Their behavior can be customized to achieve various kinds of different behaviors.

Powerful Camera System
The camera system is powered by Cinemachine. Define vehicle camera perspectives, each with its own properties (such as audio effects). Cinematic route cameras are also included in the form of fixed, look-at, and dolly-track cameras.

Replay & Ghost System
The replay system records and offers various playback controls. The ghost system records player actions, providing a visual benchmark for improvement.

UI System
The UI system is complete with screen management, a tab system, notifications, modal windows, and more!

Input System
The input system uses the Unity Input System and supports mouse & keyboard, gamepads (tested with Xbox and PS5 controllers), and touch controls.

Audio System
The audio system includes a central audio manager that handles sound creation and playback, along with an integrated music player.

Reward System
The reward system features currency, player XP, and an unlock system.

Save System
The save system handles saving/loading preferences and player progress. It is a robust save system that easily allows for adding new data if required.

Menu System
The menu system helps quickly bridge the gap to gameplay and is customizable to suit individual game requirements.

Well Documented
The easy-to-follow documentation ensures you have all the information you need to get started and utilize RGSK effectively.

Full Source Code Included
Modify or learn from the C# source.

3rd-Party Integrations
Add support for custom vehicle physics with ease! Support for the following assets is included: Edy’s Vehicle Physics, Realistic Car Controller, Realistic Car Controller Pro, Vehicle Physics Pro (Community Edition), NWH Vehicle Physics 2, Universal Vehicle Controller, Ash Vehicle Physics, and more.

Special Thanks
The “GT86” car model used in the demo is kindly provided by Game Ready 3D Models. Check out more awesome car models on their publisher page.

The “Meadow Park Raceway/Dragway” model used in the demo is kindly provided by MasterPixel3D. Check out Race Track Generator to rapidly create quality racetracks.

7 Likes

v 1.0.1 is now Live!

Additions :
• Slipstream capability

Fixes :
• Minor bug fixes
• Improved AI

Could you upload webplayer version 1.0.1 to test it ?

1 Like

Hey CoderPro, the current web demo is v1.0.1

v1.0.2 is nearly done and will include plenty of new features.

One of the main improvements will be the AI. They will be much smarter & competitive. Their behavior will be highly customizable as well.

After test demo, i thing:

  1. Your “Wrong Way” message is showing too fast. I think it will better if that message show after delay time that user want.
  2. The avoidance AI still not good, i still can be collision with other cars in some case.
  3. And hope you make AI component are different with physics component, so if i don’t want to use your physics component that i still can use my physics component.
  1. The minor wrong way detection bug is fixed in v1.0.2

  2. Like i said in my last post, the AI is greatly improved. Avoidance is better and overall randomness of each AI so they don’t seem too robotic following the track way-points.

  3. Compatibility with other physics packages such as Edy’s Vehicle Physics will definitely be included in later updates.

i bought this asset, and it implement exactly what i need for my racing game. save lot of time. i still play with it tho, and wish to had better physics when it come to non flat terrain , like i try to put a cube as a hill but the vehicle just cant go further. could you fix that in future?
cheers

Hey @toto2003 , thanks for the support. I’m happy to hear that the racing game starter kit has saved you a lot of time!

I’ve been working on the car physics all day today and managed to make lots of improvements to it. All these new features will be available in v1.0.2 which will be live soon(probably sometime next week).

Meanwhile, i think a quick fix would be by increasing the WheelCollider’s forward friction stiffness.

Will this work with Realistic Car Controller(Unity Asset Store - The Best Assets for Game Making)?

Currently, It wont work out of the box with RCC. I’m working on adding support for other vehicle physics packages so in the near future EVP & RCC will be fully compatible.

v 1.0.2 has just been submitted for review. It will most probably be up sometime next week.

Here are some of the changes in v 1.0.2 :

•Improved AI (New behavior)
•Improved car physics
•Boost, steer helper, traction & steering wheel options added to Car_Controller.cs
•Brakezones depreciated (AI know when to brake)
•Multiple camera views
•More template cars (F1 cars & sports cars)
•Cars now load from Resources/PlayerCars folder

Some screenshots :

2197985--145909--Ai1.0.2.png



The web demos on the first post have been updated to v 1.0.2

awesome! going to try that rrrright away. thanks for the fast update

Great, thanks for the support. Future updates will include even better features.

I will post once v1.0.2 goes live.

v1.0.2 is now live!

Speedometers will be included in the next version :

I’ve been using the kit for the past couple of weeks and absolutely loving it, really easy to use - looking forward to this next update too.

I thought i’d throw out some ideas for features - these are just my thoughts/suggestions, i’m still learning programming so i don’t know what may or may not be possible! Apologies for the wordiness.

Time trial, Rally or point to point race types. Some form of Championship style of play too, with points received for your race position in the same spirit of real world championships.

Arcade style countdown timers as seen in games like ridge racer - you race against other AI, but you also have a countdown timer that has added time when you hit checkpoints throughout the track, if the timer runs out before you finish it’s game over.

Texture/surface manager - Like your footstep asset, how about something that emulates the slipping effects of gravel traps, grass on the side of the race track, even dirt and snow tracks plus generate particles that accompany the texture you’re on.

Braking - The braking system works nicely but the AI can struggle with tight corners following long straights. It can be amended by tweaking the settings but that effects the AI trackwide - what about an option to set path waypoints with an optimum for the car’s to match/slow down to? eg: an AI car is at high speed coming towards a corner, the raycast following the path hits a waypoint stating a slower speed and the AI brakes to meet this, you could set a few points ahead of a tight curve to ease a car’s speed. If there’s no optimum speed present at a point, the AI assumes everything’s is fine and continues as normal.

Units - When setting engine torque, weight etc, could you apply labels to the value?, nM or lb-ft for torque, kg or lbs for weight etc. I’ve been presuming they’ve been metric measurements.

Keep up the great work with the kit, it’s already making life easier when rigging race tracks.

1 Like

Hey @eightmode . It’s great to know that your loving the kit. Thanks for the support!

  • More race types such as the ones you’ve mentioned will be included in future versions. I am currently working on adding Time Trial, it might just be included in v1.0.3

  • I like that idea. I was thinking of adding a race type like that in future versions. Similar to the Checkpoint Race in NFS but with AI.

  • It’s funny that you bring that up because I was actually working on that feature. It will definitely be included in the next version! Each wheel will detect what ground surface it’s on and generate particles/sound depending on the surface texture.

  • The AI’s braking system will be improved. By tweaking the settings (both on the Car_Controller.cs & OpponentControl.cs), you can easily achieve different AI behaviors for your cars.

  • I can look into adding unit labels to give more precision when setting up a car.

Thanks again for the support.

1 Like

Hi @Ian094 ,
Package looks interesting. Liked the Demo. Can I use this package with other car physics plugins ? or is it tightly integrated with your physics engine ?. I would like to use more realistic car engine with your racing system. How well is this supported. If this package is fully functional with other car physics plugins I will definitely make the purchase ASAP. Thanks in advance.