This Unity Asset enables seamless custom track generation for users to quickly prototype/create game-ready road surfaces for personal projects or commercial games.
Currently, this asset contains one tool (work in progress) that utilizes Unity's spline system to create a track along the user-defined spline. Tracks are generated with optional endcaps at the start and end of the spline.
The track is generated by procedurally traversing the user-defined spline and sampling the spline's world position, forward, and up vectors at specified intervals to create rings of vertices corresponding with the orientation of the spline at the given point and with dimensions defined either directly by the user or by an optional default ScriptableObject that stores the default track configuration constraints.
- Procedural mesh generation
- Spline-based world position, forward, and up vector sampling
- Persistent ScriptableObject for global constraints
- Modular separation of class responsibilities
Once TrackAlongSpline is complete and polished, similar functionality will be utilized to create several additional tools, including:
- Curves
- Loops
- Ramps
- Intersections
- Tunnels
- ... and more
Additionally, all track elements will be capable of snapping together to create smooth, consistent, and modular track construction.
© 2026 James McAdams — All Rights Reserved.
This project is proprietary and not open source.
You may view this code for evaluation or portfolio-review purposes, but you may not copy, modify, use, or distribute any part of it without explicit written permission.
James McAdams (2026)
- Blue - Driver Class
- Orange - Abstract Class
- Green - ScriptableObject
- Yellow - GameObject Creation Class
- Grey - Data Container Class
For detailed description of TrackAlongSpline procedural mesh generation, see:
Documentation/TrackAlongSpline_Detailed.md
