
Download blender from blender.org and install blender 2.92, noting that versions from 2.8 onward share a similar interface, with the Windows installer MSI.
Create a driving track in Unity by building a bezier curve from the start position, moving handles, subdividing segments, and aligning points to form a smooth, closed loop.
Adjust the road by editing a bezier curve in wireframe and top orthographic views, smoothing bends, and preventing gaps and clipping for a seamless driving track.
Create an outer soft barrier around the track by shaping a cube along Bezier curve 001 with an array, keeping it outside the hard barrier.
Finish the road geometry, bridge gaps, and apply UV maps to texture the road. Project textures from view and refine rumble strips for a clean, game-ready surface.
Learn to edit hard and soft barriers in unity, using x-ray selection and delete faces to control shortcuts, shape the track, and guide player movement.
Import a race track into Unity by creating a new scene and dragging the Interlagos track. Set up materials, normal maps, and tiling, adjust lighting, and save the scene.
Tune a rear wheel drive f1 car in unity by adjusting engine sound pitch, traction, torque over all wheels, downforce, top speed, and anti aliasing.
Implement a lap counter in Unity using a trigger collider and lap script to increment the lap number, and display current and total laps in the UI.
Implement checkpoint timing in Unity by recording game time at checkpoints and displaying a color-coded UI text that hides after two seconds via a coroutine.
Implement an on-screen 'new lap record' notification that appears for 2–3 seconds whenever a new best lap time is achieved. Model the timing after the checkpoint display in Unity.
Learn to differentiate road and grass in Unity by tagging road and terrain, detecting wheel-ground contact, and dynamically adjust wheel friction stiffness for realistic grip.
Set up a front collision trigger with a thud sound, attach a 3d audio source, and use a boolean guard in the progress-tracker script to play once per barrier hit.
Optimize your Unity driving game by updating road and terrain state only when changes occur, and use a changed flag to stop updating the wheel friction curve every frame.
Block gaps on the track by placing barrier cubes with ground-aligned material, box colliders, and a barrier tag to prevent shortcuts, then set up a time trial.
Create a time trial UI in Unity by building a canvas panel with gold, silver, and bronze time displays, linking icons and minutes/seconds for flexible track and lap configurations.
Create a finish point and race over logic to complete the final lap in Unity, slowing time and updating the time-trial UI as max laps are reached.
Compare race time minutes and seconds against gold, silver, and bronze criteria in a Unity time trial, updating the save script booleans and logging outcomes; set fail if not achieved.
Adjust wheel hub stiffness and wheel slip to introduce corner sliding in a rear-wheel drive car. Set front forward stiffness to 2.6 and front sideways to 0.8 with 0.9 slip.
Tune the AI car to feel human-like by adjusting lookahead and steering, then test against your vehicle and tweak wheel stiffness and downforce for a beatable rival.
Implement ai nudging in a Unity driving game by slowing down the other car when it collides with the player's car, using the player car controller and collision logic.
Guide ai car controllers to reverse and readjust after hitting barriers, using a barrier stop flag, on trigger enter, and a 1.5-second coroutine to recover.
Unity course video demonstrates assigning unique progress tags i1 to i7 to AI cars, tracking lap numbers, and recording per-lap positions with waypoint triggers.
Create the main menu in unity by importing a car image and logo, adding free stock music with attribution, and configuring a canvas with a press enter to start prompt.
Build a time trial finish menu in Unity by replacing placeholders with gold, silver, bronze stars, adding animation and music, and wiring a continue button to return to the menu.
Implement a quit menu for the time trial in Unity, wiring a quit panel with yes/no buttons and an escape trigger, then test scene transitions and racetrack visibility.
Reset values clear lap number, lap time, race time, checkpoints, and user interface states before starting a race, while preserving the best lap time and resetting time scale to 1.0.
Create a Unity stats screen that displays and edits the player's name with a text field and edit button, persisting changes via PlayerPrefs.
Add a finishing stats screen showing races won and races lost, with labeled UI fields aligned to the track data and updated from a universal save using PlayerPrefs.
Fixes UI bugs in the Unity driving game by unfreezing time with time.timeScale, revealing the continue button, and resetting finish data and time for each new race.
Learn UV mapping for a road and grass verge by projecting textures from view, using smart UV to separate barrier faces, and exporting as FBX for unity integration.
Set up a Unity driving game scene by creating starting lights as prefabs, wiring car and camera with Cinemachine, adding road colliders, and prepping time-trial and open-world race setups.
Make a complete driving game using Unity.
In this course I will show you how to create your own race tracks in Blender. We will then import into Unity and set up different types of race cars including Formula 1 style and racing cars.
Each car will have its own driving style and you can customise each car in the inspector.
This course will also cover:
Different handling on grass, gravel and road surfaces
Setting up AI cars which will compete against you in race mode.
Checkpoints and lap counting
Keeping track of car positions and displaying finish place at the end of the race
Mini map and mini map markers for all cars
Main menu, race track select menu and a car showroom, so you can buy extra cars.
Choosing different colours for the cars you buy
Leaderboard and race stats
Save system to save your credits and high scores
Race customisation system from the track options menu
Keyboard and gamepad control systems
Terrain sculpting and texturing to add extra details
By the end of this course you will have a complete game that you can continue to develop and add to. You will have also developed the skills to go onto develop your own games.
(Please note this is for computer only, it is not designed for mobile gaming)
I look forward to seeing you in my course.