MiniTrack — Tabletop Racing Level Pack
Eight hand-textured miniature racing dioramas with collision built in, ready for URP.
by AZ Studios
Price History +
MiniTrack is a set of eight miniature racing levels built on everyday surfaces — a
backyard picnic table, a mechanic's workbench, a ramen bar counter, a kid's playroom
floor. Each one is a complete, self-contained diorama sized for toy-scale vehicles.
Every level is a single prefab. Drag it into your scene and drive on it. Collision,
materials and static flags are already configured — there is nothing to extract,
remap or reassign after import.
WHAT'S INCLUDED
8 level prefabs:
1 Backyard BBQ — long picnic table loaded with burgers, sausages, sauce bottles and a grill station
2 Campfire Cookout — evening picnic table with an open cooler-grill and scattered cookware
3 Mechanics Workbench — workbench with vise, welding mask, oil cans, saws and hand tools
4 Playroom Rally — bright toy floor with a robot, teddy, building blocks, train set and rug
5 Ramen Night Market — noodle bar counter with stools, teapot, paper lanterns and bowls
6 Teppanyaki Grill — Japanese griddle counter with sushi, hotplate and seating
7 Toolshed Trail — tool-covered board with paint cans, handsaw and a worn work surface
8 Toybox Night — moodier toy scene with a robot figure and a muted, low-light palette
Also included:
- Demo scene showing all eight levels laid out and labelled
- Full documentation (PDF + README)
ALREADY SET UP FOR YOU
- Non-convex MeshCollider on every mesh, matching the visible silhouette rather than a box
- Invisible barrier meshes with renderers disabled — they block the vehicle, draw nothing,
and cost no draw calls
- URP/Lit materials with base colour and normal maps assigned
- Normal maps flagged correctly on import; base colour maps set to sRGB
- Static flags configured for batching, GI, occlusion and reflection probes
- Prefab Variants of the source FBX, so re-importing a model propagates through
GOOD TO KNOW
Lighting is baked into the base colour maps. That is what gives these levels their
rich, pre-lit look at very low runtime cost, and it means the light direction is
fixed — they are not built for a moving sun or a day/night cycle. Materials use
near-zero smoothness and zero metallic because the specular response is already in
the texture. You can still light the scene normally; extra lights read as additional
illumination on top.
Geometry is mobile-friendly at 14k–22k triangles per level. Textures are the heavier
side of the budget — 90 of the 101 maps are 2048². If you are targeting mobile, drop
Max Size to 1024 in the texture importer.
Teppanyaki Grill has no barrier mesh and relies on its visible geometry for collision.
Add your own boundary there if you need a hard wall.
SUPPORT
Full documentation ships inside the package under MiniTrack/Documentation. It covers
folder structure, the collision and barrier setup, performance notes and a
troubleshooting table.