$35 USD -- Unity 3D Multiplayer Racing Game Enhancement

Job ID: 40121868

Budget: $10 – $30 USD

**Project Title: Unity Developer - 1v1v1 Real-Time Racing (Fusion) - $35 Fixed - 4 Days**

**Project Description:**
I need an expert developer to modify an existing 80% complete multiplayer project. The current base is a 1v1 shooter; I need it transformed into a **3-player (1v1v1) Real-Time Racing Game**.
That is to say: the project already works in multiplayer, the ads already work, and the skins store via ads and IAP almost works… I ONLY REQUIRE THESE MINOR CHANGES.


**Core Tasks:**

*
**Multiplayer Upgrade:** Modify the Photon Fusion (Shared Mode) logic to support **3 simultaneous players**.


* **Gameplay Conversion:** Replace soldier characters with **3 racing cars** (models provided) and implement real-time racing mechanics.
* **HUD/UI Enhancements:** Add a **real-time Minimap** on the screen to track the position of all 3 competitors during the race.
* **Win Conditions:** * First to cross the finish line wins.
* If the **4-minute timer** expires, the player with the greatest distance traveled wins.

* **Economy & PlayFab:** * Update rewards: **1st: 300 coins**, **2nd: 100 coins**, **3rd: 0 coins**.
* Ensure all stats and coins are synced/saved in PlayFab upon race completion.


**Standards & Delivery:**

* **Deadline:** Strictly less than **5 days**.
* **Code Quality:** Professional folder hierarchy and clean, modular C# code. **No spaghetti code.**
* **Platform:** Mobile-first (priority) with Desktop support.
---

# 2. Game Design Document (GDD)

### 1. Overview

A high-stakes, 1v1v1 real-time competitive racing game. Three players compete on a closed track to finish first or cover the most ground before time runs out.

### 2. Gameplay Mechanics (Real-Time)
*
**Direct Competition:** Simultaneous racing for 3 players using **Photon Fusion Shared Mode**.

* **Victory Conditions:**
*
**By Position:** The first player to trigger the finish line collider wins.

* **By Time:** A **4-minute match timer**. If no one finishes, the system calculates distance from the start point; the highest distance wins.

* **HUD & Minimap:** A persistent on-screen **Minimap** must show the track layout and the real-time position icons of all three racing cars.

### 3. Multiplayer Architecture

*
**Sync Logic:** Use Fusion NetworkObjects and NetworkBehaviours to sync car positions, rotations, and physics.

* **3-Player Lobbies:**
*
**Public:** Random matchmaking for 3 players.

*
**Private:** Password-protected sessions.

*
**Identification:** Display player names and country flags in the lobby and above cars during the race.


### 4. Economy & Persistence (PlayFab)

*
**Entry Fee:** Mandatory virtual coin wager to join the race.

* **Payouts:**
*
**1st Place:** 300 coins.
* **2nd Place:** 100 coins.*
**3rd Place:** 0 coins (Loss).

*
**Cloud Save:** Automatic update of coins, global ranking (Top 100), and win/loss records in **PlayFab**.

### 5. Store & Monetization

*
**Garage/Store:** Players use coins to buy car **Skins** and performance consumables.

*
**Ads (AdMob/Unity):** Rewarded video ads to grant coins for race entry fees if the player's balance is zero.

*
**Inventory:** Consumables are consumed upon use; skins are permanent per PlayFab ID.

### 6. Technical Standards

* **Folder Structure:** Must be strictly organized (e.g., `Assets/Scripts/Managers`, `Assets/Prefabs/Cars`).
* **Legibility:** Use clear variable naming and concise comments for all racing and networking logic.
* **Optimization:** The project must maintain a stable framerate on mobile devices while managing 3-way network synchronization.
...
NOTE:
"Performance Bonus: Beyond the fixed payment, successful delivery includes a guaranteed 5-star rating, a detailed positive review, and a 40% lifetime profit-share agreement on all Android Store sales."