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Blur-style arcade racing game in Unity 6

Build a 3D combat racing game in the style of Blur: a modular SOLID car controller, a tuning garage, missiles, mines, shields and lightning, bots, a minimap, a leaderboard and an Arena mode.

45 lessons0 h 7 minFree lessons: 2
Blur-style arcade racing game in Unity 6

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Notify me when sales openStart for free — 2 lessons

What's included

  • 45 lessons
  • 7 min of video
  • Notes for every lesson
  • Ask the author under each lesson
  • Certificate of completion
  • 2 free lessons

Course at a glance

Modules
3
Last updated
October 18, 2026

About this course

In this course you build a 3D arcade racing game with power-ups, similar to Blur, from scratch — and add features the original never had: visual tuning, a shop for cars and parts, and an Arena mode. Module 1 is the car and the garage. We write a modular, interface-based controller following SOLID principles: drivetrain, drifting and countersteering, an automatic gearbox with real gear ratios, engine sound, a speedometer and tachometer, a Cinemachine 3 camera, and controls through the Input System. Then comes a garage with an orbit camera, swappable body kits and paint, JSON saves, a shop, map selection and async scene loading. Module 2 is Blur-style power-ups: a homing missile, nitro, a mine, a shield, lightning, a shock, a repair kit and a pulse. The architecture is built on interfaces, strategies, ScriptableObjects and a factory, with a three-slot queue, health and damage, and an Object Pool. Module 3 is the race itself: waypoint bots that also fire power-ups, a minimap without a second camera, checkpoints and laps, a leaderboard, a countdown start and a finish with rewards, an Arena mode with ramming damage, the Audio Mixer, and polish all the way to a finished build. You write all the C# code yourself and we explain every decision. You finish with a complete game for your portfolio and an architecture you can reuse in your own projects.

What you will learn

✅

Write a modular, interface-based car controller following SOLID principles

✅

Tune car physics: Wheel Collider, drivetrain, drifting, countersteering and an automatic gearbox

✅

Build a Cinemachine 3 camera and controls with the Input System

✅

Build a garage with tuning, paint, a shop and JSON saves

✅

Design a power-up system: strategies, ScriptableObjects, a factory and an Object Pool

✅

Create bots that follow waypoints and use power-ups

✅

Make a minimap, checkpoints, laps, a leaderboard, and a race start and finish

✅

Work with sound through the Audio Mixer and take the game to a finished build

Prerequisites

Windows or macOS computer

A PC or laptop that runs Unity 6 comfortably with a 3D URP project.

Unity Hub and Unity 6

Free. The author uses Unity 6000.0.45 and explains what to do on older versions.

Code editor

Visual Studio or Rider — we write all the C# code together during the lessons.

Car, track and effect assets

Mostly free from the Asset Store and Sketchfab. A few packs (the second car, some effects) are paid — you can replace them with your own.

Basic C# and Unity

You should know the basics: classes, methods, components and the Inspector. Advanced topics — interfaces, SOLID, coroutines — are covered in detail.

How the course works

  1. 1

    Watch the video and read the notes

    Lessons are 10–20 minutes, each with notes on the key steps.

  2. 2

    Repeat it in your own project

    The author's code and files come with the lessons.

  3. 3

    Ask questions under the lesson

    The author and other students answer.

  4. 4

    Get a game and a certificate

    A finished project for your portfolio and a certificate of completion.

Course Lessons

1

Module 1. Car, camera, garage and shop

22 lessons

1.1 Project setup: Unity 6, URP and the car asset

Free
Page

1.2 Wheel Collider car: a modular SOLID controller

Free
Page

1.3 Code walkthrough: CarInput, interfaces and car modules

Page

1.4 Cinemachine 3 camera: three views and switching

Page

1.5 Code walkthrough: the camera system

Page

1.6 Drivetrain, rear-wheel steering, drift and Power Slide

Page

1.7 Countersteering and an automatic gearbox

Page

1.8 Controls with the Input System

Page

1.9 Skid marks and smoke: Trail Renderer and particles

Page

1.10 Engine module, speed-based shifting and engine sound

Page

1.11 UI speedometer and tachometer

Page

1.12 Tuning, part 1: sorting body parts and a car dummy

Page

1.13 Tuning, part 2: the garage orbit camera

Page

1.14 Tuning, part 3: garage controller, parts and saves

Page

1.15 Tuning, part 4: customization, paint and restrictions

Page

1.16 Tuning, part 5: garage UI and debugging

Page

1.17 Spawning the tuned car and dependency injection

Page

1.18 Shop, part 1: PlayerGarageData player data

Page

1.19 Shop, part 2: previewing and buying parts and paint

Page

1.20 Shop, part 3: scene management and map selection

Page

1.21 Shop, part 4: buying cars and parts in the garage

Page

1.22 Shop, part 5: loading scene and pause menu

Page
2

Module 2. Blur-style power-ups

After purchase
12 lessons
3

Module 3. Bots, racing and Arena mode

After purchase
11 lessons

FAQ

I'm a complete beginner. Is this for me?

You need C# and Unity basics: classes, methods, components, the Inspector. Harder topics like interfaces, SOLID and coroutines are explained in detail. Try the free lessons to check yourself.

What computer do I need?

A Windows or macOS PC or laptop that runs Unity 6 with a 3D URP project comfortably.

Which Unity version is used?

The author uses Unity 6000.0.45 and explains what to do if your version is older.

What will the game have?

A car with drifting and an automatic gearbox, a garage with tuning and paint, a shop, Blur-style power-ups, bots that fight back, a minimap and an Arena mode.

What if I get stuck?

Every lesson has a questions section where the author and other students answer. The author's code and files are attached to the lessons, so you can compare them with your project.

Do I need to buy anything?

Unity and the code editor are free, and most assets are free from the Asset Store and Sketchfab. A few packs (the second car, some effects) are paid; you can replace them with your own.

What if the course is not for me?

You have a 30-day money-back guarantee. Email support@lvlarena.games within 30 days of purchase and we will refund you.

Will I get a certificate?

Yes. When you finish all lessons, you get a personal LVLARENA certificate.

Course author

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