Extreme Race Game Unity Apr 2026

rb = GetComponent<Rigidbody>(); currentBoostCharges = maxBoostCharges; currentSpeed = baseSpeed; UpdateUI();

void Start()

void Awake()

if (postProcessVolume.profile.TryGetSettings(out vignette) && postProcessVolume.profile.TryGetSettings(out motionBlur) && postProcessVolume.profile.TryGetSettings(out chromaticAberration)) // Initialize settings extreme race game unity

public int index;

if (vignette != null) vignette.intensity.value = Mathf.Lerp(0.3f, 0.6f, intensity); if (motionBlur != null) motionBlur.shutterAngle.value = Mathf.Lerp(180f, 360f, intensity); if (chromaticAberration != null) chromaticAberration.intensity.value = Mathf.Lerp(0f, 0.5f, intensity);

void OnTriggerEnter(Collider other)

// Update speed display float displaySpeed = currentSpeed * 3.6f; // Convert to km/h speedText.text = Mathf.RoundToInt(displaySpeed).ToString() + " km/h"; // Update boost slider if (isBoosting) boostSlider.value = 1 - (currentBoostTime / boostDuration); else boostSlider.value = (float)currentBoostCharges / maxBoostCharges; // Update boost color boostFillImage.color = boostGradient.Evaluate(boostSlider.value); // Update boost charges text boostChargesText.text = currentBoostCharges.ToString() + " / " + maxBoostCharges.ToString(); // Speed-based UI effects float speedPercentage = currentSpeed / maxSpeed; speedText.color = Color.Lerp(Color.white, Color.red, speedPercentage);

float driftDuration = Time.time - driftStartTime; if (driftDuration >= minDriftTimeForBoost) // Grant boost charge for successful drift currentBoostCharges = Mathf.Min(currentBoostCharges + 1, maxBoostCharges); StartCoroutine(DriftBoostEffect()); isDrifting = false; rb.drag = 1f; currentDriftAngle = 0; // Stop drift particles GetComponent<ParticleSystem>().Stop();

void EndDrift()

StartCoroutine(BoostCoroutine());

void ApplyVisualEffects()

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