Free Track Generator For Unity

TrackGenerator.cs

using System.Collections; using System.Collections.Generic; using UnityEngine; public class TrackSegmentGenerator : MonoBehaviour { public GameObject[] straightSegments; public GameObject[] ascendingSegments; public GameObject[] descendingSegments; public int numberOfSegments; public Vector2 startPosition; public float largeUpDownFrequency = 0.1f; public float flatFrequency = 0.6f; private void Start() { GenerateTrack(); } private int lastSegementType = 0; private void GenerateTrack() { Vector2 currentPosition = startPosition; float distanceSinceLastEnemy = 0f; for (int i = 0; i < numberOfSegments; i++) { GameObject newSegment; float randomValue = Random.Range(0f, 1f); List segmentTypes = new List { straightSegments, ascendingSegments, descendingSegments }; // Introduce large ups and downs based on frequency if (randomValue < largeUpDownFrequency) { // segmentTypes.Remove(straightSegments); } if (randomValue > flatFrequency) { segmentTypes.Remove(descendingSegments); segmentTypes.Remove(ascendingSegments); } int randomSegementType = Random.Range(0, segmentTypes.Count); if (lastSegementType == 1 || lastSegementType == 2) { randomSegementType = 0; } lastSegementType = randomSegementType; // Choose a random segment type from the remaining options GameObject[] chosenSegmentType = segmentTypes[randomSegementType]; //random straight version, random ascending version int randomIndex = Random.Range(0, chosenSegmentType.Length); newSegment = Instantiate(chosenSegmentType[randomIndex], currentPosition, Quaternion.identity); // Set the end position and control points for the generated segment TrackSegment trackSegment = newSegment.GetComponent(); currentPosition += trackSegment.endPosition; // Check if a gap should be created if (Random.value < trackSegment.gapProbability) { float gapSize = Random.Range(trackSegment.minGapSize, trackSegment.maxGapSize); currentPosition += new Vector2(gapSize, 0f); } // Update the EdgeCollider2D and LineRenderer with the generated Bezier curve points int curveResolution = 50; Vector2[] edgeColliderPoints = new Vector2[curveResolution + 1]; for (int j = 0; j <= curveResolution; j++) { float t = j / (float)curveResolution; Vector2 point = CalculateBezierPoint(t, Vector2.zero, trackSegment.controlPoint1, trackSegment.controlPoint2, trackSegment.endPosition); edgeColliderPoints[j] = point; // Set the LineRenderer position trackSegment.lineRenderer.positionCount = curveResolution + 1; trackSegment.lineRenderer.SetPosition(j, point); } trackSegment.edgeCollider.points = edgeColliderPoints; // Spawn enemies based on spawn probability if (Random.value < trackSegment.enemySpawnProbability) { distanceSinceLastEnemy += Vector2.Distance(currentPosition, currentPosition - trackSegment.endPosition); if (distanceSinceLastEnemy >= Random.Range(trackSegment.minEnemySpawnDistance, trackSegment.maxEnemySpawnDistance)) { float t = Random.Range(0f, 1f); Vector2 spawnPosition = CalculateBezierPoint(t, Vector2.zero, trackSegment.controlPoint1, trackSegment.controlPoint2, trackSegment.endPosition); spawnPosition += new Vector2(0f, trackSegment.enemySpawnHeight); distanceSinceLastEnemy = 0f; } } } } private Vector2 CalculateBezierPoint(float t, Vector2 p0, Vector2 p1, Vector2 p2, Vector2 endPoint) { return Mathf.Pow(1 - t, 3) * p0 + 3 * Mathf.Pow(1 - t, 2) * t * p1 + 3 * (1 - t) * Mathf.Pow(t, 2) * p2 + Mathf.Pow(t, 3) * endPoint; } }

TrackSegment.cs

using UnityEngine; public class TrackSegment : MonoBehaviour { [Header("End Position")] public Vector2 endPosition; [Header("Control Points")] public Vector2 controlPoint1; public Vector2 controlPoint2; public EdgeCollider2D edgeCollider; public LineRenderer lineRenderer; public float enemySpawnProbability = 0.5f; public GameObject enemyPrefab; public float minEnemySpawnDistance = 5f; public float maxEnemySpawnDistance = 15f; public float enemySpawnHeight = 3f; public float gapProbability = 0.1f; public float minGapSize = 2f; public float maxGapSize = 5f; }

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