Race Circuit Generator – Procedural Tracks
Track: asphalt, edge lines, kerbs on the inside of corners, gravel traps on the ... Venue: a paddock with team transporters, hospitality units, marquees and the race control ... 26 COUNTRIES
by PrimeMode Studios
Price History +
• Unity 2022.3 LTS or Unity 6.
• Render pipelines: Built-in, URP (default materials created with the pipeline's lit shader).
• Full C# source, namespace CircuitGenerator, assembly definitions, editor tools.
• Complete venue (3.6–5.2 km) built in 3–5 s in the editor; layout alone 0.1–0.5 s.
• Triangles: track and buildings ~150k, trackside/paddock/car parks ~140–185k, crowd ~700k at 45% occupancy, landscape 0.95–1.7M (woods, farmland and distance adjustable). Meshes split in tiles for culling.
• Mesh colliders on track surfaces, guardrails, tyre walls and buildings (optional); none on the landscape.
• Runtime API: GridSlot, PitStop, PitPath, PointAt, StationOf, StartGantry.Show.
• Documentation: PDF manual (Assets/CircuitGenerator/Documentation).
Building a race circuit by hand takes days: a layout that drives well, kerbs and run-off, a pit lane that fits, a grid, grandstands, scenery. Race Circuit Generator does it in seconds, inside the editor, and every circuit is different.
INVENT A CIRCUIT FROM A SEED
• Layouts drawn like a track designer would: real straights, corners of controlled radius, hairpins, sweepers and chicanes.
• Three presets – Balanced, Fast, Technical – and every rule exposed: length, corners, minimum radius, main straight, clearance, elevation, direction.
• Every layout is measured (radii, straights, crossings, clearance) and only valid ones are kept. Same seed, same circuit.
SHAPE IT BY HAND
• Drag corners and change radii in the Scene view; the track rebuilds when you release the mouse, with Undo.
A COMPLETE VENUE, GENERATED
• Track: asphalt, edge lines, kerbs on the inside of corners, gravel traps on the outside, painted run-off bands, grass verges, rolling ground. Every surface is tagged (road, kerb, gravel, barrier…) for physics and sounds.
• Start: chequered line and a staggered grid – GridSlot(i) gives each car its position.
• Pit lane: entry and exit lanes, fast and working lanes, pit wall, box markings and garages, placed automatically on the main straight. Pit stop positions and driving lines for your AI.
• Start lights: a gantry with five red columns and a green row, controlled with one call.
• Grandstands: main grandstand on the start straight and corner grandstands outside the fastest corners, with thousands of spectators waving the country's flags.
• Trackside: guardrails and catch fences, tyre walls with covers in the flag colours, advertising boards along the straights, marshal posts and an advertising footbridge. Guardrails and tyre walls have colliders.
• Venue: a paddock with team transporters, hospitality units, marquees and the race control tower; paved car parks full of cars; a perimeter road with the entrance gate.
• Around it: campsites, a village, a lake, a patchwork of fields with hedgerows, vineyards and olive groves, farmhouses, and woods that fill the free land – inside the circuit too – and cover the hills to the horizon.
26 COUNTRIES
Pick a country and kerbs, seats, crowd, trees and houses follow it: green-white-red kerbs, cypresses and olive trees in Italy; oaks, poplars and hay bales in Britain; firs and wooden shutters in Germany; palms and flat roofs in the Gulf.
LIGHT AND CLEAN
• No models or textures shipped: the code weighs about 0.2 MB (under 6 MB with the PDF manual) and builds its materials for your render pipeline.
• Full C# source, no dependencies, PDF manual.
• Works with Racing AI – Overtaking & Racecraft: centre line, grid and pit data ready for AI opponents.
Tested in clean projects on Unity 2022.3 LTS and Unity 6, Built-in and URP.