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Extreme Race Game Unity -

originalPosition = transform.localPosition;

using UnityEngine; using System.Collections.Generic; public class CheckpointManager : MonoBehaviour

if (postProcessVolume.profile.TryGetSettings(out vignette) && postProcessVolume.profile.TryGetSettings(out motionBlur) && postProcessVolume.profile.TryGetSettings(out chromaticAberration)) // Initialize settings extreme race game unity

// Speed lines based on velocity float speedPercent = currentSpeed / maxSpeed; if (speedLines != null) var emission = speedLines.emission; emission.rateOverTime = speedPercent * 50f; // Headlight intensity if (headlight != null) headlight.intensity = Mathf.Lerp(1f, 3f, speedPercent);

playerController = FindObjectOfType<ExtremeRaceController>(); originalPosition = transform

void Awake()

void MoveVehicle()

void UpdateTimerDisplay()

float driftDuration = Time.time - driftStartTime; if (driftDuration >= minDriftTimeForBoost) // Grant boost charge for successful drift currentBoostCharges = Mathf.Min(currentBoostCharges + 1, maxBoostCharges); StartCoroutine(DriftBoostEffect()); isDrifting = false; rb.drag = 1f; currentDriftAngle = 0; // Stop drift particles GetComponent<ParticleSystem>().Stop(); originalPosition = transform.localPosition

using UnityEngine; using UnityEngine.UI; public class UIManager : MonoBehaviour

StartCoroutine(BoostCoroutine());