Personal Project - January 2026
4 Weeks Development Time
A custom implementation of the classic genesis-era Sonic Physics system built in Unity.
> Unity 6
> Programming in C#
> Custom Physics System
> Trigonometry
> Vector Math
Summary
Recreated the core physics and movement systems from the classic 2D Sonic games in Unity.
Engineered a custom kinematic character controller without using Unity's built-in Rigidbody2D physics.
Implemented authentic momentum-based mechanics including acceleration, deceleration, rolling, and slope physics.
Developed a multi-sensor collision detection system for precise terrain interaction.
Designed a modular, extensible architecture to support rapid prototyping and future gameplay features.
Researched and translated the original Genesis-era Sonic physics algorithms into modern C# implementations.
Tools Used:
Unity 6
C#
Visual Studio
Git
GitHub
GitHub Projects
Core Systems:
Custom kinematic character controller
Multi-sensor collision detection system
Slope-aware movement and terrain handling
Momentum-based acceleration and deceleration
Rolling and ground adhesion mechanics
Deterministic fixed-timestep movement
Technical Features:
Pixel-to-world unit conversion system
SpriteShape and EdgeCollider2D terrain support
Modular player state architecture
Custom collision resolution without Rigidbody2D
Physics behavior based on the original Sonic Retro Physics Guide