An endless driving game with two primary modes: Cop Chase and Taxi. The world streams in “patches” that connect traffic waypoints seamlessly for one-way and two-way roads. Players drive RCC Pro vehicles through City, Mountain, and Sea maps while interacting with dynamic traffic, UI, and mission systems.
RCC Pro-based vehicle physics, mobile controls, camera follow, skid system.
Procedural patch spawning, ordered linking of lane waypoints, automatic relinking on patch removal.
Cop Chase: police proximity/busting, auto-acceleration intro, busted flow and restart.
Taxi: pickup/dropoff loop, distance-based timers, fare and tip calculation, passenger happiness.
Realistic Traffic Controller waypoints with one-way and two-way lane logic (forward and reverse lanes).
Dynamic UI for timers, fares, tips, happiness/emojis, warnings, and event popups (picked/dropped).
One-way: previous last -> current start across all lanes.
Two-way: forward lanes (0–1) flow forward; reverse lanes (2–3) flow backward between patches.
Safe relinking when patches despawn; prevents broken chains.
Distinct pickup-phase timer (spawner) and ride-phase timer (fare system) with desync protection.
Happiness and tips tied to driving behavior (e.g., drifting).
Proximity-based busts, cinematic transition to busted, restart safe resets.
DOTween popups, distance arrows, warning panels, busted flow, fare breakdown.
Unity C#, DOTween (UI animation), RCC Pro (vehicle/controls/camera), RTC (traffic/waypoints).
Queue for active patches; patchOrderList for ordered linking.
Waypoint lists per patch: One_Way_Start, One_way_Last, Two_way_Start, Two_Way_Last.
One-way: previous.last[i] -> current.start[i].
Two-way forward lanes (0–1): previous.last[i] -> current.start[i] and current.last[i] -> next.start[i].
Two-way reverse lanes (2–3): current.last[i] -> previous.start[i] and current.start[i] <- next.last[i].
Relinking on spawn and removal; first patch safeguards clear previous links.
Pickup phase: spawner-based timer sized by distance; guarded not to run during ride.
Ride phase: FareCalculations timer with UI updates and cancel rules; happiness gates.
Null/index checks before linking; self-link prevention; neighbor relinking after despawn.
Separation of concerns: busted logic blocked while taxi ride active, preventing timer conflicts.
Ordered runtime linking of graph nodes (waypoints) across streamed segments.
Coordinating RCC Pro, RTC, and DOTween with custom gameplay systems and UI.
Multiple concurrent timers, phase transitions, and robust guards to prevent desyncs.
Minimal per-frame work, queued patch lifecycle, targeted UI updates.
Strategic logs, manual triggers for linking and inspection.
Seamless two-way lane reversing across streamed patches (lanes 2–3 reverse-direction logic).
Reliable runtime relinking when old patches despawn—no orphaned waypoints.
Taxi mode timer desync fix: eliminated false busts by decoupling pickup and ride timers.
Clean UI experience with DOTween motion, timelined pickup/dropoff flows, and fare breakdown.
Flexible map support (City, Mountains, Sea) with default “entry” links to the first spawned patch per traffic type.