PROJECT SPECIFICATIONS

GAME ENGINE Unity 6000.0.68f1 LTS (URP)
TARGET PLATFORMS 3D, Endless, Casual, Action
GENRE Casual
DURATION 2 Months

CONTROLS

  • Use Arrow keys to move
  • Use Space keys to fire missile
  • Use F keys to emit flares

TECHNOLOGIES

C#Unity URPPost-Processing VolumeCinemachine Shake APIDynamic Velocity PhysicsCustom Particle Trail ShaderAdmob SDKUnity Ads SDKUnity AnalyticsIn App Purchase SDK

MY RESPONSIBILITIES

  • Designed and coded the core flight controller with smooth tilt-to-steer and touch input systems.
  • Built the enemy AI state machine handling patrol, chase, attack, and retreat behaviors.
  • Developed the missile homing algorithm and dodge prediction logic for player and enemy projectiles.
  • Optimized GPU particle budgets and draw calls to maintain 60 FPS during heavy combat sequences.

THE CHALLENGE

Achieving fluid high-speed jet movement while maintaining precise collision detection against fast-moving missiles and enemy planes required extremely tight physics integration. Standard Unity collision layers caused detection misses at high velocity, and rendering dozens of simultaneous explosion particle systems caused severe GPU overdraw spikes on mobile hardware.

THE SOLUTION

We replaced standard Rigidbody collision detection with continuous sweep tests along the jet's velocity vector each frame. Particle systems were consolidated into a single GPU-instanced explosion atlas, reducing overdraw by 70% and keeping the frame rate stable at 60 FPS even during peak multi-explosion sequences.

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