Unity Multiplayer Racing Game
Budget: $10 – $4,000 USD
I need a skilled Unity 3D developer to build a full-featured car-racing game. The core experience must feel fast and authentic, so realistic physics is non-negotiable; I expect tight handling, believable collisions, and visible weight transfer. Competitive play is central to the concept, therefore a smooth, real-time multiplayer mode has to run reliably on desktop and mobile.
Tracks should be based on a real-world map I will supply (road layout, elevation data, and reference photos are ready). You can suggest the most efficient workflow—whether that’s importing GIS data, sculpting terrain directly in Unity, or leveraging external tools like Blender—so long as the finished circuit looks and drives like its real counterpart.
I plan to use standard Unity pipelines: C#, URP/HDRP where appropriate, and either Photon, Mirror, or Unity Netcode for networking (choose the option you are most comfortable optimising). Feel free to integrate any proven racing-specific assets for vehicle physics, as long as the end result can be customised later.
Deliverables
• Playable prototype with one fully modelled track, at least two car prefabs, and functional online lobbies
• Clean, well-commented Unity project files and C# scripts
• Brief setup document explaining scene hierarchy, networking configuration, and how to add new tracks or vehicles
The project will be reviewed against frame-rate stability, accuracy of the physics, and seamless multiplayer synchronisation. If everything aligns, we will extend the scope to additional cars, deeper customisation, and matchmaking features.
Tracks should be based on a real-world map I will supply (road layout, elevation data, and reference photos are ready). You can suggest the most efficient workflow—whether that’s importing GIS data, sculpting terrain directly in Unity, or leveraging external tools like Blender—so long as the finished circuit looks and drives like its real counterpart.
I plan to use standard Unity pipelines: C#, URP/HDRP where appropriate, and either Photon, Mirror, or Unity Netcode for networking (choose the option you are most comfortable optimising). Feel free to integrate any proven racing-specific assets for vehicle physics, as long as the end result can be customised later.
Deliverables
• Playable prototype with one fully modelled track, at least two car prefabs, and functional online lobbies
• Clean, well-commented Unity project files and C# scripts
• Brief setup document explaining scene hierarchy, networking configuration, and how to add new tracks or vehicles
The project will be reviewed against frame-rate stability, accuracy of the physics, and seamless multiplayer synchronisation. If everything aligns, we will extend the scope to additional cars, deeper customisation, and matchmaking features.
Related categories:
Mobile App Development
iPhone
Game Design
C# Programming
Unity 3D
Game Development
Blender
Unity