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Whimsy Wheels
Studio:Playpower LabsRole:Unity Developer
Physics prototype where the line a player draws becomes their vehicle, with colliders, wheels and motors generated from the drawing.
Tech Stack
- Unity
- C#
- Tilemap
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what i did
Chapters Read0/5
A physics puzzle game where players draw a single continuous line that becomes their vehicle, then drive it across unpredictable terrain, hazards and physics challenges.
Key Contributions
- Built the full prototype solo: mechanics, physics and input.
- Focused on proving the draw-to-physics core loop rather than production polish, using free assets to mock up environments and hazards.
A three-step pipeline turns a drawing into a vehicle:
1. Drawing
- Captures the player's stroke in real time with
LineRenderer, converting screen-space input into world-space points. - Adds a new point only after a minimum distance, which keeps shapes stable and cheap to simulate.
2. Collider Generation
- When the stroke ends, places a
CircleCollider2Don each key point of the line. - Colliders are sized to the line width, so the physics matches what the player sees.
- Colliders are pooled and reused.
3. Simulation
- Snaps wheels to the start and end of the line.
- Switches the shape from kinematic to dynamic to start the 2D physics simulation.
- Drives the wheels with
WheelJoint2Dmotors that only engage while touching the ground.
- Hybrid camera setup built on Cinemachine.
- A level pan before play shows the course layout, hazards and goal.
- Keeps unpredictable, player-made vehicles in frame during fast, chaotic physics.
- Hand-built levels from reusable prefabs: obstacles, ramps and boost pads.
- Difficulty paced to introduce each mechanic before testing it.
- Each environment is a self-contained prefab.
- A central progression container sets level order, independent of build indices.
- Unity's New Input System for position and press data.
- The same input code handles mouse and touch.
- Input handling is separate from the drawing logic, so the game works cross-platform.