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unity-terrain-track-creation
Unity Terrain & Track Creation for RC Racing
Install with Codex or Claude Copy this prompt, paste it into Codex, Claude, or another assistant, and let it review the skill page and install it for you.
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Unity Terrain & Track Creation for RC Racing
Install with Codex or Claude Copy this prompt, paste it into Codex, Claude, or another assistant, and let it review the skill page and install it for you.
Based on SOC occupation classification
Unity ScriptableObject Architecture
Unity Shaders
Unity State Machines
Registers new C# files in resources/manifests/<system>.json (files array + tests.editmode/playmode list) and validates with just validate-registry. Use when creating any new script, adding a new game system, or fixing 'orphan file' CI failures. Trigger phrases: 'add to manifest', 'register file', 'new system', 'validate registry'. Key capabilities: exact JSON manifest format, ACTIVE/DEPRECATED/EXPERIMENTAL status, dependency declarations, test class name mapping for pre-push gating via resolve_module_tests.py. Do NOT use for modifying physics logic or editing game scripts unrelated to registration.
Unity Testing, Debugging & QA
Unity Testing Patterns
| name | unity-terrain-track-creation |
| description | Unity Terrain & Track Creation for RC Racing |
Use this skill when building RC racing tracks and terrain in Unity. Covers terrain configuration, terrain layers, spline-based track layout, jump geometry, surface detection, physics materials, ProBuilder hard surfaces, track-side objects, lighting, and performance tuning.
unity-3d-world-buildingunity-3d-materialsunity-physics-tuningunity-physics-tuning| Jump | Description | Construction |
|---|---|---|
| Tabletop | Flat top between launch and landing faces | Trapezoidal cross-section, 2-4m long top |
| Double | Launch face, gap, landing face | Two separate ramps with airspace between |
| Triple | Three consecutive jumps in rhythm | Evenly spaced at vehicle-speed intervals |
| Rhythm section | Series of small bumps/rollers | 0.2-0.4m height, 1-2m spacing |
| Step-on / Step-off | Elevated plateau with ramp up and down | Flat top 3-5m long, gradual entry/exit |
| Type | Technique | When to Use |
|---|---|---|
| Late apex | Wide entry, clip apex past midpoint, early power | Default for corners leading onto straights |
| Early apex | Turn in early, apex before midpoint | Defensive line, or before a braking zone |
| Decreasing radius | Tightening corner, apex near exit | Requires progressive braking through corner |
| Chicane | Two linked opposite-direction turns | Straight-line the middle, sacrifice one entry |
Use ProBuilder (built into Unity) for non-terrain track elements:
ProBuilder meshes get their own colliders and PhysicsMaterials, bypassing terrain surface detection. Tag them with a SurfaceZone trigger for the runtime surface system.
| Setting | Value | Impact |
|---|---|---|
| Draw Instanced | ON | GPU instancing for terrain patches; significant perf gain |
| Pixel Error | 3 | LOD aggressiveness; lower = more triangles, higher = more popping |
| Base Map Distance | 100-150 m | Distance at which terrain switches to low-res composite texture |
| Detail Distance | 40-60 m | Grass/detail object render distance |
| Tree Distance | 80-120 m | Tree billboard distance (if applicable) |
| Detail Density | 0.4-0.6 | Balance between visual density and draw call count |
| Heightmap Pixel Error | 5-8 | Mesh LOD tolerance; 5 for quality, 8 for performance |
| Mistake | Consequence | Fix |
|---|---|---|
Heightmap not 2^n + 1 | Import fails or silent data corruption | Always use 257, 513, 1025, 2049 |
| More than 4 terrain layers | Second GPU pass, performance halved | Limit to 4 layers; blend wisely |
| WheelCollider + PhysicsMaterial | PhysicsMaterial silently ignored | Set friction via WheelCollider API at runtime |
| Splatmap sampled every frame | 2-5ms CPU spike per vehicle | Cache and sample at 0.1-0.2s intervals |
| Terrain Draw Instanced OFF | Massive draw call count | Always enable in Terrain Settings |
| Jump faces too steep (>45 deg) | Vehicles clip through or bounce erratically | Keep launch face under 40 degrees |
| No LOD on track-side objects | Draw calls explode with 100+ barriers | LOD Group on every repeated object |
| Lightmap UV overlap on terrain | Black splotches in baked lighting | Terrain auto-generates lightmap UVs; don't manually UV |
| Skill | When to Use |
|---|---|
unity-3d-world-building | General 3D environment construction and scene composition |
unity-3d-materials | Material setup, shaders, and texture workflows |
unity-physics-3d | Physics materials, colliders, and runtime friction systems |