ArRacer
Lane-dodging endless car runner with Facebook login/leaderboards and IAP-style social hooks; no AR SDK despite the name.

ArRacer (bundle com.siligin.arracer, companyName 'Siligin', Unity 2017.3.1p4) is an endless-runner style car game: dodge/patch-based city environment, enemy cars, bonus/coin pickups, and a full screen flow (loading, home, game, game-complete, leaderboard, settings) driven by a ScreenManager/PopupsManager architecture.
Despite the 'AR' branding in the product/bundle name, no AR SDK (Vuforia/ARKit/ARCore) is present anywhere in Assets or Plugins -- 'Ar' in scripts like ArCarModel.cs is a naming prefix for the player car, not an augmented-reality feature. The project is built on purchased Unity Asset Store building blocks (a 'Toy Car Racing Game' template referenced in project docs, plus the 'Lowpoly Sports Car 2 in 1' car model pack) reskinned with Siligin's own game/UI/network code.
Facebook SDK is integrated (login, leaderboard object, sharing) alongside DOTween, a custom PathEditor/PatchManager for procedural road patches, and a BorderPolygon system for track bounds -- indicating real integration work beyond the template, but the project's own art is thin: only a handful of custom UI sprites/textures exist (a blue home-screen background, a loading spinner, a 'Score' label), and a stock CSR Racing promo JPEG was left in as a placeholder loading image, suggesting this stayed at prototype/internal stage rather than shipping.
My role
Team
Platforms
- Android
- iOS
Stack
- Unity 2017.3.1p4
- C#
- Facebook SDK
- DOTween
- Lowpoly Sports Car 2 in 1 (asset)
Lead
What I did
- 01Led Unity development of the ArRacer endless-runner car game architecture (GameManager, ScreenManager, PopupsManager, PlayerManager)
- 02Built the environment/patch system (PatchManager, BoarderPolygon track bounds, procedural city patches) and enemy car / bonus spawning managers
- 03Integrated Facebook SDK (login, leaderboard, sharing) and platform plugins (Android support libraries, iOS native speaker plugin)
- 04Integrated third-party Unity Asset Store car models (Lowpoly Sports Car 2 in 1) and a car-racing template into the custom game code
What stands out
- 01Full mobile game screen flow implemented: loading, home, gameplay, game-complete, leaderboard, settings, with a generic popup system
- 02Facebook login/leaderboard/sharing integration wired into the game loop
- 03Custom track/patch and border-polygon systems for procedurally bounded city environments
See it in action





