Custom Controllers

Developed in Unity, this project focused on building custom player and vehicle controllers from the ground up. I designed and implemented bespoke movement systems, with a focus on making the controls feel responsive and easy to tune, allowing different controller types to be tested and refined in the same environment.

Car Controller

I built a single, modular car controller that supports all types of vehicles through tunable parameters rather car specific systems. The core controller handles acceleration, braking, steering and player interaction, allowing different vehicle behaviours to be achieved by adjusting values such as grip, top speed and engine power.

Suspension & Traction

In the car controller, i also implemented a custom raycast based suspension system to keep vehicles stable and responsive across uneven terrain. Each wheel reacts independently to ground contact, allowing the car to absorb bumps, slopes and drops realistically. I also added specifc traction, enabling controlled slides for drifting whilst still maintaining reliable ground contact for other driving styles or car types.

Player Controller

I developed a custom player controller focused on responsive movement, reliable ground detection, and clean animation handling. I also implemented a custom ground raycast system to accurately detect slopes and grounded states, ensuring consistent movement and jump behaviours. Player animations are driven directly by movement state and velocity, maintaining a smooth feel during gameplay.

Custom Camera

I designed the camera system so it can orbit fully around the player, creating an adventure style feel, including zoom control to help frame different situations. To keep the player in view, the camera dynamically adjusts when objects come between it and the target. Separate camera setups are used for player and vehicle gameplay, allowing each to be tuned to feel natural.

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