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Game Development · Unity

Unity 3D Endless Runner

Three-lane Unity runner with continuous movement, generated track segments, obstacles, coins, timed upgrades and a restartable game-over flow.

  • Unity 2022.3.10f1
  • C#
  • Universal Render Pipeline
  • TextMesh Pro
  • Animation Rigging
View repository
Endless Runner character jumping between three railway lanes while the JumpBoost upgrade is active.
Three-lane gameplay with coins, obstacles and an active JumpBoost.

01

Gameplay Context

The project implements a complete playable loop across separate main-menu and game scenes using Unity 2022.3.10f1.

Lanes
3
Media evidence
4
Demo
00:58

02

Core Loop

  1. 01Automatic forward motion, three-lane keyboard switching and Rigidbody jumping
  2. 02Generated floor tiles with randomized obstacles, coins and upgrade pickups
  3. 03Elapsed-time and coin counters with a game-over display
  4. 04Main menu, collision-driven death, restart, return-to-menu and quit flows

03

Three-Lane Challenge

The player moves continuously along three railway lanes, choosing when to switch lane or jump as containers, barriers and coin paths approach.

Runner jumping toward a dense sequence of containers and lane obstacles.
Jump timing and obstacle avoidance across the three lanes.
Three-lane railway run with coins, containers, timer and coin counter.
Continuous forward run with collectible and obstacle distribution.

04

Collectibles & Upgrades

Upgrade duration
5 sec
Visible upgrade
JumpBoost
HUD counters
Time · Coins

Coins feed the run score while timed pickups temporarily modify player behavior. The supplied recording visibly confirms the JumpBoost state in the HUD.

05

Procedural Track Flow

Track segments are created ahead of the runner, populated with lane content and removed after they pass behind the player.

  1. 01LevelGenerator instantiates track tiles, assigns randomized lane content and removes older segments
  2. 02Trigger components connect obstacles, coins and upgrades to player state and scoring
  3. 03Animator triggers, TextMesh Pro UI and audio hooks provide gameplay feedback
  4. 04Universal Render Pipeline 14.0.8 supports the project rendering setup

06

Gameplay Demonstration

The complete recording demonstrates continuous movement, lane changes, jumping, coin collection, obstacle density and the active upgrade indicator.

Video summary: Complete 58-second gameplay run with lane changes, jumps, coins, obstacles and JumpBoost.

07

Engineering Decisions

  1. 01Jump-force and coin-attraction upgrades run as five-second coroutines.
  2. 02Separate scripts isolate player control, generation, collisions, scoring and menu transitions.

08

Limitations

  1. 01The current generator uses Instantiate and Destroy rather than object pooling.
  2. 02The supplied recording demonstrates the gameplay run, but not the separate main-menu, restart or game-over screens.
  3. 03No persistent high score or mobile touch controls were verified in the repository.

09

Repository