Race Circuit Generator – Procedural Tracks
PrimeMode Studios
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Invent complete race circuits from a seed: layout, kerbs and gravel, pit lane, start lights, grandstands with crowds, guardrails and tyre walls, paddock, car parks, woods and farmland of the country.Tested in clean projects on Unity 2022.3.62f2 (Built-in) and Unity 6000.3 (URP). The default materials are created on first use with the lit shader of the project's render pipeline. HDRP is not tested: the generated meshes work, but you need to assign your own materials. No external packages or dependencies are required.Building a race circuit by hand takes days: a layout that drives well, kerbs and run-off, a pit lane that fits, a grid, grandstands, scenery. Race Circuit Generator does it in seconds, inside the editor, and every circuit is different.INVENT A CIRCUIT FROM A SEED• Layouts drawn like a track designer would: real straights, corners of controlled radius, hairpins, sweepers and chicanes.• Three presets – Balanced, Fast, Technical – and every rule exposed: length, corners, minimum radius, main straight, clearance, elevation, direction.• Every layout is measured (radii, straights, crossings, clearance) and only valid ones are kept. Same seed, same circuit.SHAPE IT BY HAND• Drag corners and change radii in the Scene view; the track rebuilds when you release the mouse, with Undo.A COMPLETE VENUE, GENERATED• Track: asphalt, edge lines, kerbs on the inside of corners, gravel traps on the outside, painted run-off bands, grass verges, rolling ground. Every surface is tagged (road, kerb, gravel, barrier…) for physics and sounds.• Start: chequered line and a staggered grid – GridSlot(i) gives each car its position.• Pit lane: entry and exit lanes, fast and working lanes, pit wall, box markings and garages, placed automatically on the main straight. Pit stop positions and driving lines for your AI.• Start lights: a gantry with five red columns and a green row, controlled with one call.• Grandstands: main grandstand on the start straight and corner grandstands outside the fastest corners, with thousands of spectators waving the country's flags.• Trackside: guardrails and catch fences, tyre walls with covers in the flag colours, advertising boards along the straights, marshal posts and an advertising footbridge. Guardrails and tyre walls have colliders.• Venue: a paddock with team transporters, hospitality units, marquees and the race control tower; paved car parks full of cars; a perimeter road with the entrance gate.• Around it: campsites, a village, a lake, a patchwork of fields with hedgerows, vineyards and olive groves, farmhouses, and woods that fill the free land – inside the circuit too – and cover the hills to the horizon.26 COUNTRIESPick a country and kerbs, seats, crowd, trees and houses follow it: green-white-red kerbs, cypresses and olive trees in Italy; oaks, poplars and hay bales in Britain; firs and wooden shutters in Germany; palms and flat roofs in the Gulf.LIGHT AND CLEAN• No models or textures shipped: the code weighs about 0.2 MB (under 6 MB with the PDF manual) and builds its materials for your render pipeline.• Full C# source, no dependencies, PDF manual.• Works with Racing AI – Overtaking & Racecraft: centre line, grid and pit data ready for AI opponents.Tested in clean projects on Unity 2022.3 LTS and Unity 6, Built-in and URP.• Unity 2022.3 LTS or Unity 6.• Render pipelines: Built-in, URP (default materials created with the pipeline's lit shader).• Full C# source, namespace CircuitGenerator, assembly definitions, editor tools.• Complete venue (3.6–5.2 km) built in 3–5 s in the editor; layout alone 0.1–0.5 s.• Triangles: track and buildings ~150k, trackside/paddock/car parks ~140–185k, crowd ~700k at 45% occupancy, landscape 0.95–1.7M (woods, farmland and distance adjustable). Meshes split in tiles for culling.• Mesh colliders on track surfaces, guardrails, tyre walls and buildings (optional); none on the landscape.• Runtime API: GridSlot, PitStop, PitPath, PointAt, StationOf, StartGantry.Show.• Documentation: PDF manual (Assets/CircuitGenerator/Documentation).The C# source code, the PDF manual and the listing texts were written with the help of Claude (Anthropic), an AI coding assistant, under the publisher's direction. All code was reviewed and tested by the publisher in clean Unity 2022.3 and Unity 6 projects (Built-in and URP) with automated benchmarks. No generative AI was used for 3D models or textures: all geometry and materials are generated procedurally by the package's own code. The store images are renders of circuits generated by the package in Unity.




