Traffic Overtaker Documentation

Traffic Overtaker is an endless arcade one-button hold-to-overtake game by BoneCracker Games, built on Unity 6 (URP) and bundling Realistic Car Controller Pro (RCCP) as its physics layer. This documentation set covers everything you need to understand, configure, and reskin the project into your own game — vehicles, scenes, scoring, audio, customization, and the editor tooling that ties it all together.

Start Here

New to the project? Read these three in order, then branch into whatever you want to reskin:

  1. Overview — what the game is and how its core loop works.
  2. Installation — import, Build Settings, and your first Play.
  3. Project Structure — where everything lives on disk.

Then jump to the task you care about: Player Vehicles, Creating & Reskinning Scenes, or the Editor Tools & Settings Reference.

Documents

# Document Summary
01 Overview What Traffic Overtaker is, the one-button hold-to-overtake loop, the "player owns the risk" model, and how scoring works.
02 Installation Importing the asset, the auto-opening Welcome Window, adding scenes to Build Settings, the Desktop/Mobile switch, and first Play.
03 Project Structure The on-disk folder layout, the TO_ vs RCCP_ boundary, and where each reskin surface lives.
04 System Architecture The manager hierarchy, the two singleton patterns, the TO_Events bus, and TO_SceneManager as the service locator.
05 Scenes & Scene Flow The shipped scenes, the MainMenu → gameplay → game-over flow, and cross-scene handoff via PlayerPrefs.
06 Player Vehicles The vehicle roster and how to add your own car — the RCCP prerequisite, the automatic TO_Player glue, and the roster editor.
07 Curved Roads & Path System The endless road treadmill, the path/waypoint system, and the two-lane (forward + oncoming) layout.
08 Traffic System Traffic spawning/pooling, the nearest-car-ahead query the AI uses, and lane identity (same-direction vs oncoming).
09 Vehicle Customization & Upgrades The RCCP Customizer, the upgradable-wheels roster, and engine/handling/brake/speed/NOS/paint upgrades.
10 Creating & Reskinning Scenes The SceneManager green/red status-button workflow, "Check & Create All Managers", and the scene templates.
11 Controller Types & Input Desktop vs mobile control schemes, the ControllerType options, and the single Overtake-button input.
12 Editor Tools & Settings Reference The Tools menu and Welcome Window, plus a complete reference for every TO_Settings field.
13 FAQ & Common Mistakes Common questions, the benign PaintableBody console warning, scoring/economy tuning, and AI-control gotchas.
14 API Reference TO_API (persistence, currency, navigation) and TO_Events (the event bus) for code-level reskins.

Reskinning Quick Map

I want to change… Start with
The cars in the game Player VehiclesCustomization
The look of a level Creating & Reskinning Scenes
Scoring, economy, or audio Editor Tools & Settings Reference
Input / mobile controls Controller Types & Input
Anything in code API ReferenceSystem Architecture

Support