Unity Developer for Vehicle Towing Mechanic
Worldwide
I'm building a driving game in Unity 6 (URP) and need an experienced developer to build a complete towing mechanic. I bought a tow truck model with a boom crane on the back (boom, winch cable and hook are part of the model), and this gets built on that truck: it lifts one end of a car off the ground and tows it on its remaining wheels, trailer style. You get a small sandbox project from me, not my full game: a flat test scene, the tow truck already drivable, a test car, and a working third person character for the on foot parts. The project uses paid store assets (a vehicle physics system and a character controller) which I provide through a private GitHub repo, strictly for this job, deleted when the job is done. What you build: 1. Winch control. From the driver seat one key lowers the hook (cable pays out from the boom pulley), another raises it. The cable stays visually connected from pulley to hook at all times. 2. Hook attach. Player walks up, grabs the hook and carries it in the character's hand, cable following. Attach it to the car's tow point with a key press. Range checked, detach works the same way. 3. The lift. Raising the winch with the hook attached lifts that end of the car until its wheels are off the ground. Has to be stable: no jitter, no launching, works on slopes. This is the hard part of the job. 4. Towing. The lifted car trails behind the truck on its remaining wheels like a trailer. Follows through corners, wheels roll and steer naturally, stable at speed and under braking. The hanging end sways a little until secured. 5. Safety chains. Two chains from the truck to points near the car's front corners, attached by the player one at a time, same interaction as the hook. The cable and chains are generated at runtime between anchor points: the cable runs tight and straight, the chains hang loose with a natural curve. Both chains attached stops the sway. 6. Clean handoff. Simple public states and events (hook attached, lifted, secured left and right, dropped). Attach points are plain child transforms I can place on any car. No hardcoded vehicle references, it works on any car in the physics system I point it at. Game rules like damage and speed limits are mine, you don't build those. How we work: GitHub, you work on your own branch and open pull requests to main. Fixed price only, priced from this scope. Milestones are fine (hook and winch, then lift and towing, then chains and polish). Please be available for an occasional call. In your proposal: your fixed price and your timeline
- Less than 30 hrs/weekHourly
- < 1 monthDuration
- Entry levelExperience Level
- Remote Job
- One-time projectProject Type
Skills and Expertise
Activity on this job
- Proposals:20 to 50
- Last viewed by client:yesterday
- Interviewing:0
- Invites sent:6
- Unanswered invites:6
About the client
- USAWoodhaven2:48 AM
- 1 hire, 1 active
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