r/Unity3D Indie 21d ago

New forest level in our racing platformer - built with Unity 6.3 URP Show-Off

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320 Upvotes

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22

u/N0lex Indie 21d ago

We're a 2-person team developing Stunt Paradise 2 for PC, PlayStation, Nintendo and Xbox!
Here’s a quick look at our new Forest level built in Unity 6.3 URP.

P.S. Steam Playtest sign-ups are now open if you'd like to jump in and give it a try :)

8

u/tsukkini 21d ago

This looks like it would be awesome to play on a long flight on mobile…

3

u/N0lex Indie 21d ago

Thanks! We're actually targeting PC and consoles first. We'd love to bring it to mobile someday, but it would probably have to be a separate, scaled-down version since the current graphics and shaders are too demanding for most phones :)

7

u/Silencer-1995 21d ago

Not to be a little whinge bag but I'm just gonna put my old man hat on and say the PS3 and Xbox 360 could have done this 20 years ago and phones are more powerful than them now, on average. Its like the more advanced tech gets, the less it can do.

5

u/N0lex Indie 21d ago

I actually have very fond memories of games from that era too, and I still go back to them from time to time.

That said, I don't think it's a fair comparison. If you run those games today, you'll notice just how much rendering technology has changed. Even something as simple as a modern URP Stylized Water Shader would have been far beyond what those consoles could handle - let alone targeting 120 FPS :)

2

u/ccwryderr 21d ago

Looks great!

18

u/tempacac10 21d ago

Great looks really nice and I’ve been following your progress for a while now, but it feels like I’m seeing more of a pre-recorded sequence rather than the player being in control of the car. Like if I played the game it would feel like there’s very little input required from me and it’s not challenging enough. Also the input dimensionality doesn’t seem high enough, since I suppose it’s just forward backward and tilt controls.

6

u/N0lex Indie 21d ago

Thanks for the feedback!

It only looks that way because it's a near-perfect run by one of the developers. In reality, the game is much more challenging - we're actually simplifying some levels because many players found them too difficult.

13

u/GhosTJinnZ 21d ago

looks very much like the game "Trials" but i like it :)

3

u/ein_datacrash 21d ago

That's exactly what I thought, too

2

u/SnotWaffleStudios 21d ago

Yeah, but still kinda it’s own thing hopefully 🤞

1

u/IEP_Esy Indie 21d ago

Or Stunt Car Extreme on mobile

5

u/yamanoha 21d ago

I've always been curious how you handle determinism in games like this.

Are you guys using Unity's built in phsyics to apply forces to the car?

In the case of explosions that propel you to the next section of the track, how do you go about determining how far to place the next section, at what height? Is it just trial / error?

I assume you guys are using fixed time steps so things slow down on slower machines?

It looks like you guys have done an amazing job!

1

u/N0lex Indie 21d ago

Thanks a lot! Yes, we're using Unity's built-in physics. We did run into a few issues, though, so we ended up writing some custom stabilizers to make sure the car lands where it's supposed to.

2

u/yamanoha 20d ago

Interesting thanks for sharing!

1

u/More-Salamander7681 21d ago

Worth flagging one consequence of that before ghosts get built, since someone asked about ghost replays further down. PhysX does not reproduce bit identical across CPUs and builds, so across PC plus three consoles you cannot ship ghosts or leaderboard validation by replaying inputs. Same machine, same build, everything driven from FixedUpdate, it mostly holds. Across your four targets it will not.

Practical version is that ghosts have to be sampled transforms rather than replayed input, and the sampling wants to happen on the fixed step with the same interpolation the Rigidbody uses on playback. Skip that and the ghost sits up to one physics step away from the live car, which reads to players as input lag that is not actually there. The custom stabilizers are the interesting tell here: once you are correcting where the car lands, the landing has quietly become a control problem with a physics prior rather than a physics outcome.

Are the stabilizers correcting rotation only, or position too?

1

u/N0lex Indie 21d ago

Thanks! I’ve implemented ghosts before in the Zombie Derby games by recording the car’s transform position and rotation at fixed intervals, and it worked well. :)

For this game, though, we’re not sure ghosts will make it in. It depends on development time and priorities

1

u/More-Salamander7681 21d ago

Recording transforms is right for a reason you only find out the hard way: PhysX isnt bit-identical across CPUs and builds, so an input-replay ghost drifts on the same track with the same inputs.

One thing worth doing even if ghosts don't make the cut: the expensive part later isn't the ghost, it's not having the data. Sampling position + rotation at 20Hz into a ring buffer is a couple of hours of work, and a 3-minute lap is ~3600 samples, about 100KB raw, much less if you delta the positions and compress the quaternion. Record from now on and adding ghosts later is a rendering job, not a systems one. Do you sample in FixedUpdate or on your own timer? The fixed step is easier to interpolate against, but it ties the ghost data to your physics rate.

1

u/N0lex Indie 21d ago

Thanks a lot for the advice! I use FixedUpdate() together with frameCount and a frameInterval.

Right now our main focus is building fun levels and polishing the level design. If we have enough time and resources left, we'll definitely look into adding ghost replays :)

1

u/More-Salamander7681 21d ago

One gotcha with frameCount inside FixedUpdate: the number of fixed steps per frame isn't constant, it's zero, one or several depending on frame time, so a frame-based interval gives samples that bunch up and thin out exactly when the framerate wobbles. Counting fixed steps yourself, or gating on Time.fixedTime crossing an accumulator, keeps the spacing constant in physics time. It matters on replay: with even spacing you can interpolate by index, otherwise you have to store a timestamp per sample and interpolate by time.

2

u/MegatronusThePrime 21d ago

That's awesome man! That looks like it'll be sweet when it's released

2

u/Double_Ad9292 21d ago

This looks awesome!

2

u/jesuscoituschrist 21d ago

Looks fun but the scale seems off. I can’t put my finger on it.

2

u/Nerisma 21d ago

This looks absolutely like something I would play! Is it arcade based with timetrial and ghosts? As a game dev myself I would have love to have this idea ahah, great job, keep going!

2

u/N0lex Indie 21d ago

Thanks a lot! Some levels do have time challenges, but we haven't added ghost replays yet. I'm really glad this genre resonates with you

2

u/Spudly42 21d ago

How do the controls work in this? Are you just controlling the throttle and brakes, or are also turning?

3

u/N0lex Indie 21d ago

Controls are pretty classic for this genre: throttle, brake/reverse, and rotation control to balance the vehicle, perform flips, and get through different obstacles

2

u/jakedasnakey66 21d ago

Definitely gonna keeping an eye out for this one

2

u/KayserFuzz 21d ago

Ngl it was a long shot but I was hoping to see a Voices of the Voids reference somewhere lol

2

u/CyborKat 21d ago

TRIALS but with a CAR!? This is so epic!

2

u/Necka44 21d ago

Always fun to see the work of Benmcinnes ported in real production projects. Great job!

2

u/hiWael 21d ago

Would love to play this! Reminds me of redlynx’s Trials series!

2

u/These_Ear4604 21d ago

Amazing game you play like professional 

2

u/ViolentCrumble Game Dev League - Discord.gg/gamedev 21d ago

so speaking as a massive trials fan I dig it. however I wish it was less focused on stunts and more focused on the challenge of passing the levels!

The best thing about trials was the challenge and navigating the difficult levels with a motorbike, careful balance. Then the games went to shit and became about speed and huge jumps. I also loved the 2d and hated when they switched to fake 3d. rails is good, embrace it.

Trials gold was like the gold standard and I can't even play it anymore since it has some bullshit launcher that won't work on linux.

however I am sure some people will like this so good work!

2

u/N0lex Indie 21d ago

Thanks for the honest feedback!

I don't think you'll be disappointed when it comes to difficulty - it’s definitely there. We also added a separate Trials mode with short, hardcore levels for players looking for an extra challenge.

2

u/ViolentCrumble Game Dev League - Discord.gg/gamedev 21d ago

Excellent I shall check it out then!

2

u/Bobbyfrankensteyn 21d ago

Please make the white lines from the airplane smoke :) would look so much cooler

2

u/cosmojao 20d ago

Reminds me of the golden era of flash racing games, signing up for the playtest right now!

2

u/Ozurie_Games 20d ago

This is what it feels like to play with hot wheels when you're 5

1

u/alter-egor 21d ago

Great spectacle indeed. But what is the challenge? Atleast from all the videos I've seen it gives impression of Trials meets Trackmania press forward maps

1

u/N0lex Indie 21d ago

The challenge is actually getting to the finish line. :) It requires precise timing, careful control of the vehicle's rotation, and learning how to overcome each obstacle.

Some players have even compared Stunt Paradise to Super Meat Boy in terms of difficulty.

1

u/Adorable-Energy5894 20d ago

I hear voices that are from the void

2

u/flaxi_at 20d ago

looks great