Unity MMA Striking Gameplay
Budget: $250 – $750 USD
I’m developing a Mixed Martial Arts game in Unity that spotlights pure stand-up action—jabs, kicks, elbows, and fluid footwork. The locomotion prototype is in place; what remains is the heart of the fight loop: tight, responsive striking that feels authentic and looks believable.
The work centres on two priorities: realistic animations and razor-sharp control response. Every punch or kick must flow from the animation rig, blend cleanly through Mecanim, register on hit with precise physics-based detection, and let the player chain attacks without noticeable latency. I’m using the latest Unity LTS with C#, the new Input System, and standard animator controllers; all code needs to slot neatly into this stack.
Deliverables
• Full striking controller: input buffering, combo logic, stamina & damage curves
• Animation integration: blend-trees, hit-reactions, and transitional footwork states (using supplied mocap clips)
• Hit-detection & feedback: colliders, particle/sound hooks, slow-mo knockdown trigger
• Camera & time control: subtle shakes, zoom on heavy strikes, 60 fps minimum on a mid-tier PC build
Acceptance criteria
– Attacks fire within 100 ms of input on an unlocked 60 fps build
– All transitions maintain animation fidelity without foot sliding
– Knockdown sequence triggers reliably from configured health threshold
If this milestone runs smoothly we’ll expand into clinch and ground gameplay, but for now the cage belongs to the strikers. Let’s make every hit count.
The work centres on two priorities: realistic animations and razor-sharp control response. Every punch or kick must flow from the animation rig, blend cleanly through Mecanim, register on hit with precise physics-based detection, and let the player chain attacks without noticeable latency. I’m using the latest Unity LTS with C#, the new Input System, and standard animator controllers; all code needs to slot neatly into this stack.
Deliverables
• Full striking controller: input buffering, combo logic, stamina & damage curves
• Animation integration: blend-trees, hit-reactions, and transitional footwork states (using supplied mocap clips)
• Hit-detection & feedback: colliders, particle/sound hooks, slow-mo knockdown trigger
• Camera & time control: subtle shakes, zoom on heavy strikes, 60 fps minimum on a mid-tier PC build
Acceptance criteria
– Attacks fire within 100 ms of input on an unlocked 60 fps build
– All transitions maintain animation fidelity without foot sliding
– Knockdown sequence triggers reliably from configured health threshold
If this milestone runs smoothly we’ll expand into clinch and ground gameplay, but for now the cage belongs to the strikers. Let’s make every hit count.
Related categories:
C# Programming
Animation
3D Animation
Unity 3D
Physics
Game Development
Unity
Game Programming