Racing Games

Motocross Bike Racing 3D Game Unity Source Code

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Framework Unity
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Description

Snow track. Dirt bike. Obstacles from the first meter. Motocross Bike Racing 3D is a third-person stunt bike game built on Unity's wheel collider physics system, winter obstacle course, level-based progression, real-time speedometer, and AdMob monetization with a rewarded level skip built in. Android, iOS, and WebGL from one codebase. Buy it. Reskin it. Submit it.

What Is Motocross Bike Racing 3D?

The rider starts at a checkered line. Snow on both sides. Pine trees. Ice mountains in the back. The track ahead is not a road. It is a stunt course with barriers, ramps, narrow bridges, and uneven surfaces. The bike handles all of it using real wheel collider physics. The front wheel steers. Rear wheel drives. Weight shifts on ramps. Traction changes on ice. The speedometer in the top left tracks actual velocity in km/h, not an animation value.

Each level is a designed course. Hand-placed obstacles. Specific difficulty. The player pushes through, clears the course, and unlocks the next. Fail an obstacle, and the restart button is right there, one tap, back at the start line. The retry loop is instant.

The Skip Levels button, top right, is the monetization anchor. The player hits a hard level. Frustration peaks. One rewarded video later, they are past it. That conversion point is already coded and positioned in the UI.

Key Features

These features were verified directly from the source code and confirmed through full gameplay:

  • Wheel Collider Bike Physics — Front and rear wheel colliders handle all movement. Torque on the rear wheel for acceleration. The front wheel manages steering. Rigidbody on the bike frame controls tilt and weight transfer across ramps and uneven ground. Every physics parameter, torque, brake force, and suspension travel is adjustable in the Inspector without opening a single script.
  • Winter Obstacle Course Design — Snow-covered ground, ice surface traction variation, red barrier obstacles, ramps, and narrow bridge sections. Each level is a unique hand-placed course — not procedurally generated. Surface material affects real traction behavior through the wheel collider setup.
  • Real-Time Speedometer — km/h display top left reads directly from wheel collider velocity. Accelerate, and the number climbs. Hit a barrier, and it drops instantly. Not cosmetic — actual physics data on screen.
  • Level Skip System with Rewarded Ad — Skip Levels button is always visible, top right. Player watches a rewarded video and jumps to any level. The skip trigger is the highest-converting ad placement in stunt games — players use it when frustration is highest, which is exactly when they watch ads.
  • Instant Restart — One tap on the restart button resets the bike to the start line with zero delay. No confirmation screen. No animation. The retry loop stays tight, and sessions stay long.
  • Hint System — On-screen instruction text appears at level load. Clears on first input. New players know what to press. No tutorial level required. No separate onboarding screen.
  • Camera Switch — Camera button top right, cycles through available angles instantly. No transition delay. Developers can add or remove camera positions without touching the core camera script.
  • AdMob Full Integration — Banner ads are persistent during gameplay. Interstitials trigger between level completions. Rewarded video is tied to level skip and bike recovery. All three placements pre-coded. Enter ad unit IDs — done.
  • Cross-Platform Single Codebase — Android APK, AAB, iOS IPA, and WebGL browser export all built from one Unity project. Three stores. One purchase.

Controls

  • Mobile Android and iOS — on-screen accelerate and brake buttons, lean left and right controls. Pause top left. Restart the right side. All button positions are adjustable in the Canvas without script changes.
  • WebGL Browser — arrow keys for acceleration, braking, and lean. Pause and restart are mapped to the keyboard. Mouse not required.

The hint text at the start of the level removes the first-input question entirely. Players are riding within ten seconds of level load.

Developer Perspective

This is a complete, structured stunt bike project. Not a prototype. Not a demo with two levels.

  • Full Unity Source Code in C# — Every script, every winter course scene, bike prefab with configured wheel colliders, all obstacle prefabs, speedometer logic, level skip system, hint trigger, UI canvas, and AdMob integration. Nothing compiled-only. Nothing behind a separate purchase.
  • Separated, Readable Scripts — Bike physics, speed display, level progression, skip logic, hint system, and UI each live in their own clearly named file. Change the skip ad trigger without touching the physics script. Adjust obstacle placement without opening the speedometer code.
  • Visual Reskin Without Script Changes — Bike model, rider character, track surface, obstacle designs, environment assets, UI — all replaceable. The wheel collider setup stays. The level progression stays. The ad placements stay. Swap visuals, enter ad IDs, build.
  • Wheel Collider Parameters Exposed — Torque, brake force, suspension spring and damper values are all set in the Inspector. Tune the bike feel for a different model without touching C# code.
  • AAB Export Configured — Android App Bundle ready. 64-bit. API 34 compatible. No Play Store submission blockers.
  • WebGL Pre-Configured — Browser build settings dialed in. Runs clean in Chrome, Firefox, and Edge without extra compression or build configuration.

Technical Specifications

  • Engine — Unity 2022 LTS or higher
  • Platforms — Android, iOS, WebGL Browser
  • Game Type — 3D Motocross Stunt Racing
  • Ad Networks — AdMob, Unity Ads
  • Ad Formats — Banner, Interstitial, Rewarded Video
  • Controls — On-Screen Buttons (mobile), Arrow Keys (WebGL)
  • Build Format — APK, AAB, IPA, WebGL
  • Reskin Difficulty — Intermediate
  • Status — Publish Ready

Who Should Buy This?

This is not a game for everyone. It is the right purchase for a specific type of developer.

  • Mobile publishers running ad-monetized portfolios — The skip system and rewarded recovery placements are production-grade. This is not a template with placeholder ad slots. The monetization logic is designed to convert.
  • Developers who need wheel collider physics without building it — Configuring WheelCollider components for a bike from scratch takes weeks of tuning. This project ships with parameters already dialed in for motocross handling. Adjust from a working baseline, not from zero.
  • Reskinners targeting the racing category — Bike model, environment, and obstacles are clean swap slots. The winter theme is a market differentiator that requires no extra work — it is already there.
  • Studios delivering client projects — A branded stunt bike game with working physics, level progression, and three-platform export is a strong client deliverable. The base is stable. The timeline from purchase to delivery is days, not weeks.

Reskin Options

Bike model, rider, track surface, barrier designs, tree and mountain assets, UI, and icon are all swappable without script changes. If the replacement bike model has significantly different wheel proportions, wheel collider positions will need minor adjustment in the Inspector, no code editing required.

Themes this mechanic fits without structural changes: desert stunt circuit, jungle dirt track, urban rooftop trials, sci-fi obstacle course, and branded championship series. Intermediate reskin. Basic Unity scene editing is sufficient. No scripting knowledge needed for a full visual rebrand.

How to Buy and Use This Game Source Code?

  1. Purchase Motocross Bike Racing 3D source code on SourcePlunge.
  2. Download the complete Unity project package.
  3. Open in Unity 2022 LTS or any newer LTS version.
  4. Replace bike model, rider, environment assets, UI, and app icon.
  5. Adjust wheel collider positions in the Inspector if bike model proportions differ.
  6. Enter AdMob ad unit IDs into the pre-coded placement scripts.
  7. Build APK or AAB for Android, IPA for iOS, or WebGL for browser and submit.

Standard visual reskin to published build in five to six days.

FAQ's

Complete Unity C# project. All scripts, winter course scenes, bike prefab with configured wheel colliders, obstacle prefabs, speedometer, level skip system, hint system, full UI canvas, and AdMob integration. Nothing locked or compiled-only.

Banner during gameplay, interstitial between level completions, and rewarded video on the skip button and bike recovery are all pre-coded and positioned. Replace the ad unit ID strings with your own AdMob account values. Revenue starts from the first installation.

One Unity codebase builds Android APK and AAB and iOS IPA. WebGL browser export is also configured from the same project. Three distribution channels from one purchase.

Bike prefab, rider model, track surface materials, obstacle prefabs, and environment assets are all in replaceable slots. If the replacement bike model has different wheel spacing or diameter, wheel collider transform positions will need minor Inspector adjustment, no C# editing required.

Unity 2020 LTS for full compatibility with all project assets. Any newer LTS release also works. Non-LTS and beta versions are not recommended — asset compatibility outside LTS is not guaranteed.

Duplicate an existing level scene, redesign the obstacle layout and track sections, and add the scene to the build index. The level progression and skip system handle new additions automatically — no script modifications required.

Single-project commercial license. Customize, rebrand, and publish under your own brand on any store. Resale of the source code itself is not permitted under the standard license.

Available on request through SourcePlunge after purchase. New track environments, bike upgrades and garage systems, online leaderboards, multiplayer racing, and season championship mode are all available as custom development.

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