Unity Basketball Dribbling Mechanics
Budget / Salary$30–250
TypeFreelance project
LocationRemote
Posted1 hour ago
I’ve built the core of my basketball prototype in Unity 3D and now I’m ready to bring the on-court feel to life with realistic dribbling. The focus is exclusively on advanced dribble moves—crossovers, spin moves, and behind-the-back transitions—and I’d like them to chain smoothly so players can string combinations together on the fly.
Here’s what I need from you:
• A responsive dribble controller written in C# that plugs into my existing player controller.
• Quality animations (or placeholders I can swap later) for each move, blended so there’s no foot-sliding or ball warping.
• Input handling that feels natural on both keyboard/gamepad, including quick direction changes and move cancels.
• Clean, commented code that I can extend for future moves or attribute systems.
I’m working in the latest LTS version of Unity and prefer native animator or Animation Rigging solutions over third-party assets, but I’m open to proven plugins if they speed things up.
When you deliver, I’ll import the package into my current project and test:
1. Each move triggers correctly and can chain without noticeable delay.
2. Ball, hand, and foot sync stay believable in slow-motion replay.
3. Frame rate impact is minimal on mid-range PCs.
If that sounds like your court, let’s talk timing and next steps so we can get these handles feeling tight.
Here’s what I need from you:
• A responsive dribble controller written in C# that plugs into my existing player controller.
• Quality animations (or placeholders I can swap later) for each move, blended so there’s no foot-sliding or ball warping.
• Input handling that feels natural on both keyboard/gamepad, including quick direction changes and move cancels.
• Clean, commented code that I can extend for future moves or attribute systems.
I’m working in the latest LTS version of Unity and prefer native animator or Animation Rigging solutions over third-party assets, but I’m open to proven plugins if they speed things up.
When you deliver, I’ll import the package into my current project and test:
1. Each move triggers correctly and can chain without noticeable delay.
2. Ball, hand, and foot sync stay believable in slow-motion replay.
3. Frame rate impact is minimal on mid-range PCs.
If that sounds like your court, let’s talk timing and next steps so we can get these handles feeling tight.
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