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Major update · published by the developer

Alpha 5.0 - The Summer Update

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Tricking 0 Alpha 5.0

The Summer Update

Alpha 5.0 is one of the biggest Tricking 0 updates so far.

It brings together most of the work completed since the beginning of 2026: a new cliff-jumping map, a complete rendering-pipeline migration, new tricks and variations, improved freefall control, major IK changes, a rebuilt trampoline system, a complete replay rework, direct video export, performance improvements, and many fixes across tutorials, locomotion, ragdolls, water, and quality settings.

A large part of the game’s underlying architecture has also been reworked to prepare for future systems such as scoring, progression, and career mode.


Update Highlights

  • Migrated the game from HDRP to URP.
  • Added the new Pont du Diable cliff-jumping map.
  • Added direct replay video export.
  • Added Shurikane, Double Aerial, Dub 10, Caliroll, Cork Snapu Snapu, and multiple additional variations.
  • Added Split Landings.
  • Reworked the convention used to input trick variations.
  • Improved aerial control by making the spine tilt with the arms.
  • Reworked foot IK and balance near edges and on rails.
  • Completely rebuilt the trampoline animation synchronization system.
  • Rebuilt large parts of the replay system.
  • Added controller-input visualization during replays.
  • Improved locomotion responsiveness.
  • Reworked ragdoll recovery on the ground and in water.
  • Improved tucked-trick animations using procedural hand IK.
  • Added substantial CPU, memory, and rendering optimizations.

New Map: Pont du Diable

A new cliff-jumping map has been added, recreating the famous Pont du Diable spot in Hérault, France.

It is a beautiful canyon crossed by three bridges at three different heights.

You can jump from all three bridges, over or from the railings, from the truck, and send crazy cliff jumps and døds into the canyon.

Vegetation

A large amount of work went into making the vegetation dense while keeping its performance impact as low as possible.

A custom grass detail was created to blend closely with the terrain texture. Its appearance can be adjusted between greener and drier variations so that it remains consistent with the ground below it.

Several GPU-instancing solutions were tested before settling on a mixed approach.

  • Grass and smaller vegetation details use Nature Renderer 6.
  • Nearby trees use Unity’s native terrain-tree system, which proved more predictable and performed better than the tested GPU-instancing alternatives.
  • Tree LODs and crossfades were adjusted to make transitions in the distance less noticeable.
  • Groups of distant trees were converted into lightweight impostors and rendered as GPU-instanced details.

The foreground therefore uses real individual trees, while much of the distant vegetation is made from impostors representing complete groups of trees.

The objective is to maintain dense vegetation throughout the canyon, including far into the distance, without filling the entire map with expensive individual tree objects.


New Tricks and Variations

Several community-requested tricks and variations have been added or reworked.

New or Reworked Tricks

  • Raiz Twist Complete
  • Raiz Twist Hyper
  • Raiz Twist
  • Snapu Swipe
  • Double Aerial
  • Full-In
  • Full-In Complete
  • Full-In Hyper
  • Dub 10
  • Double Gainer Complete
  • Double Gainer Hyper
  • Full Shurikane
  • Dub Full Shuriken Cutter
  • Dub Full Hyper Hook
  • Triple Cork Hyper
  • Triple Cork Round
  • Dub Cork Snapu
  • Cork Snapu Dub
  • Cork Dragonfly Trip
  • Cork Snapu Snapu
  • Triple Full Hyper
  • Quad Cork Complete
  • Quad Cork Hyper
  • Quad Cork
  • Quad Full Complete
  • Quad Full Hyper
  • Quad Full
  • Caliroll

Reworked Variation Inputs

The input convention used for timed trick variations has been reorganized.

After entering a flip input, the player can enter a sequence using:

  • Y
  • B
  • X
  • A

Within the current kick-variation system:

  • Y represents a kick with the left leg.
  • B represents a kick with the right leg.
  • X represents a grab.
  • A acts as a timing placeholder.

The position of each button in the sequence determines when the variation happens during the trick.

A Triple Cork contains three twists but has four possible variation slots.

Examples include:

  • Triple Cork Round — kick in the final slot: AAAB → B
  • Dub Cork Snapu — kick in the third slot: AABA → BA
  • Cork Snapu Dub — kick in the second slot: ABAA → BAA
  • Cork Dragonfly Trip — kick in the first slot: BAAA → BAAA
  • Cork Snapu Snapu — kicks in the second and third slots: ABBA → BBA

This makes related variations more consistent. The sequence describes not only which variation is performed, but also when it happens during the trick. Leading As are ignored if they are not linked to a tweak performed with the left joystick.


Split Landings

Split Landings are now available.

They can currently be performed on tricks that would normally land:

  • Complete
  • Hyper

To perform a Split Landing:

  • Hold the left stick downward during the trick.
  • Press A while holding the direction.

This uses input logic similar to tweaked trick variations.

Support for additional landing types such as Mega, Semi, and Turbo may be added later.


Improved Aerial Control

The ragdoll’s spine can now tilt to follow the movement of the arms.

Previously, moving the arms affected the character’s balance and rotation, but the torso remained comparatively rigid. The spine now contributes to the movement, allowing the player to generate aerial twists more quickly.

This makes the character:

  • More responsive in the air.
  • More expressive during freefall.
  • Less stiff and robotic.
  • Capable of generating faster twists through arm movement.

Because the spine now contributes to the tilt, the total range of movement has also increased.

Players need to be more precise with their inputs, as the same arm movement can now produce a stronger reaction than before.

This gives the player more control, but makes accurate aerial positioning more demanding.


Edge-Aware Foot IK and Balance

The foot IK system has received a substantial rework, particularly when the character is standing close to a ledge or balancing on a narrow rail.

Previously, feet could behave unpredictably near the boundary of a surface. A foot that was supposed to remain in the air could fail to detect a nearby valid support point, making precise positioning unnecessarily difficult.

When an unplanted foot is close to an edge, it now searches for the closest edge on which it can rest.

The character can also slowly reposition their body to keep their center of mass above their feet and maintain balance.

This makes it easier to:

  • Position the character close to a ledge.
  • Approach the edge of a platform.
  • Place a foot on nearby support.
  • Remain balanced on a narrow rail.
  • Recover from slightly unstable standing positions.
  • Prepare precise jumps from bridges, rails, beams, and cliffs.

The correction is gradual rather than instantaneous, allowing the character to naturally settle into a stable position.

Several additional IK bugs that occurred around edges and narrow surfaces have also been fixed.


Improved Tucked Animations

Hand positioning during tucked tricks has been significantly improved.

The simulation rig used to create the animations does not perfectly match every in-game character rig. Because of this, the hands could appear incorrectly positioned during tucks.

The procedural IK system originally developed for ragdoll tucks in Freefall Mode is now also used during animated tucked tricks.

Animation curves control exactly when the IK activates and deactivates, allowing the hands to follow the body without interfering with the rest of the animation.

This has been applied to many tucked tricks, including:

  • Backflips
  • Frontflips
  • Sideflips
  • Kong gainers
  • Full-In
  • Double Gainer

The result is cleaner hand placement, fewer intersections, and more consistent tuck poses.


Trampoline Rework

The trampoline system has been completely rebuilt.

The previous implementation could become desynchronized from the character’s animation. Depending on the selected transition, the character could appear to jump before or after the trampoline physically launched them.

The new system predicts both sides of the interaction.

When the player enters the trampoline, the game now:

  1. Reads ahead through the animation network.
  2. Determines when the next animated jump is supposed to happen.
  3. Calculates the predicted physical time spent on the trampoline net.
  4. Accounts for entry velocity, elasticity, drag, and other trampoline parameters.
  5. Adjusts the animation speed so that the animated jump and physical launch occur at the same time.

This works with transitions that have very different timings, including fast transitions such as Punch and longer transitions such as Redirect.

Trampoline interactions should now feel much smoother, more synchronized, and more satisfying.


Locomotion Improvements

The locomotion system has been adjusted to make movement more responsive and enjoyable.

Changes include:

  • More responsive directional changes.
  • Better control while exploring maps.
  • Less rigid-feeling running.
  • Easier positioning before tricks and parkour jumps.
  • Better movement around smaller structures and narrow surfaces.

Ragdoll and Recovery Improvements

The ragdoll recovery system has been largely rewritten.

The previous logic did not always reliably distinguish between recovery on land, recovery in shallow water, and transitioning into swimming in deep water.

The game now handles three main recovery situations.

Ground Recovery

The character can stand back up when:

  • The character is touching the ground.
  • The character has become sufficiently stable.
  • No bones are broken.
  • The recovery delay has elapsed.

Shallow-Water Recovery

The character can stand back up when:

  • The character is in contact with water.
  • The water is shallow enough to stand.
  • The character has become sufficiently stable.
  • No bones are broken.
  • The recovery delay has elapsed.

Deep-Water Recovery

The character can transition into swimming when:

  • The character is in contact with water.
  • The water is deep enough to swim.
  • The character is moving slowly enough or moving toward the surface.
  • No bones are broken.
  • The recovery delay has elapsed.

The stability timer is reset when the player is still moving too much, falling, descending quickly in water, airborne, or otherwise not in a valid recovery state.

Additional changes include:

  • Fixed unstable water detection when only part of the character left the water collider.
  • Fixed ragdolled characters failing to transition into swimming.
  • Moved swimming detection into the ragdoll physics update.
  • Improved recovery decisions when entering water at high speed.
  • Improved transitions between ragdoll, standing recovery, and swimming.
  • Fixed several animation-to-ragdoll glitches during takeoff.

Replay System Overhaul

Large parts of the replay system have been rebuilt.

The previous universal replay-frame structure has been replaced by specialized replay records for different types of data, including players, ropes, and controller overlays.

The system now uses fixed-size circular buffers instead of continuously shifting large frame lists.

This reduces memory operations, improves performance, and makes the replay system easier to expand in the future.


More Accurate Replay Animation

The old replay system recorded the positions of the character’s individual bones and interpolated linearly between them.

This caused problems during fast twisting movements.

A shoulder rotating around the body should follow a curved path around the rotation axis. With linear position interpolation, it instead moved directly from one recorded position to the next in a straight line.

The shoulder therefore cut through the inside of the curve instead of rotating naturally around the character.

Between recorded frames:

  • Shoulders could move closer to the rotation axis.
  • Limbs could appear to shrink or stretch.
  • Distances between bones were not preserved.
  • The integrity of the rig could temporarily break.

The new replay system reconstructs the character primarily from the rotations of the bones instead of directly forcing each bone toward an interpolated position.

Because the skeleton is now driven through its hierarchy, the rig preserves its structure much more accurately.

The system also uses more advanced interpolation:

  • Catmull-Rom spline interpolation for movement through space.
  • Quaternion spline interpolation for bone rotations.
  • Squad interpolation for smoother rotational motion.
  • Improved interpolation for ropes and other recorded elements.

The result is smoother replay playback that better preserves limb lengths, shoulder movement, the structure of the skeleton, and the original twisting motion.


Teleports, Loops, and Replay Boundaries

Replays now detect teleport events.

Interpolation is disabled across teleport boundaries, preventing characters from flying, stretching, or smoothly travelling between unrelated positions.

When a teleport is detected:

  • Player interpolation is reset.
  • Camera state is reset when needed.
  • Playback continues from the new position without blending across the teleport.

Additional improvements include:

  • Fixed frames freezing near the beginning or end of a recording.
  • Fixed the camera failing to reset when a replay loops.
  • Fixed players and cameras becoming desynchronized after looping.
  • Improved resets when multiple player replay records are active.

Mid-Trick Replay Fix

Fixed a visible pause or missing section that could occur when entering replay mode during a trick.

Recorded frame timestamps are now correctly adjusted when replay recording is interrupted, preventing gaps in the resulting replay.


Rope Swing Replay Improvements

Rope-swing state is now preserved when entering and leaving replay mode.

Previously, resetting the player for replay playback could unintentionally release the character’s hands from the rope.

The replay system can now:

  • Preserve the current rope-swing state.
  • Restore rope attachments after replay.
  • Reset player position without releasing the rope.
  • Restore the correct left-hand or right-hand attachment.
  • Reduce stretching artifacts through updated physics and joint settings.

Controller Overlay in Replays

A controller-input overlay has been added to replay mode.

It displays the inputs used during the recorded replay and supports both keyboard and gamepad displays.

The replay overlay follows the player currently focused by the replay camera.

When no specific player is focused, it displays the inputs of the player who originally paused the game.

The overlay can be enabled or disabled during replay by pressing:

  • Right stick click on a controller.
  • R on a keyboard.

Controller-overlay data is recorded alongside the replay so that the original inputs can also appear in exported videos.


Replay Video Export

Replays can now be rendered and exported directly from the game as MP4 videos.

The exporter does not simply record what is displayed on screen in real time. Instead, it evaluates the replay and renders every required frame independently.

This means the exported video is not limited by the performance or visual settings used while playing.

For example, you can play at:

  • Around 55 FPS
  • Full HD
  • Medium quality

And then export the replay as a clean clip at:

  • 240 FPS
  • 4K resolution
  • Ultra quality
  • Landscape or portrait orientation

Even when your computer cannot run the game at 4K and 240 FPS in real time, it can still render those frames individually and produce a flawless final clip without real-time frame drops.

This is useful for:

  • Smooth slow-motion footage.
  • High-quality landscape videos.
  • Vertical clips for TikTok, Instagram, and YouTube Shorts.
  • Capturing demanding maps at higher settings than those used while playing.
  • Producing consistent clips without dropped or duplicated frames.

Export Settings

The export menu supports:

  • Resolution
  • Landscape or portrait orientation
  • Frame rate
  • Bitrate

Export Process

During export, the game:

  • Evaluates the replay deterministically.
  • Renders every frame independently from real-time performance.
  • Captures the selected replay camera.
  • Captures supported UI elements such as the controller overlay.
  • Captures video and audio separately.
  • Sends the data to FFmpeg.
  • Uses hardware acceleration where supported.
  • Encodes the result as an H.265/AAC MP4.
  • Displays an export progress screen.
  • Shows a video preview in the background.

HUD and Input Overlay Fixes

Controller-overlay and HUD settings have been reworked.

  • HUD overlays now display inputs only from their linked player.
  • Overlay preferences are now saved separately for each player.
  • Fixed saved overlay preferences sometimes being ignored.
  • Fixed tutorials permanently disabling an overlay instead of restoring the player’s preference.
  • Fixed overlays initializing with incorrect saved information.
  • Improved overlay selection when changing the player currently focused by the camera.

Rendering Pipeline Migration

Tricking 0 has been migrated from the High Definition Render Pipeline to the Universal Render Pipeline.

HDRP offered advanced visual features, but many of them were too expensive to use while maintaining the performance required by a physics-heavy game.

The game was therefore paying part of the performance cost of HDRP without being able to take full advantage of its features.

The move to URP allows the game to maintain a similar level of visual fidelity while significantly reducing rendering costs.

The migration included:

  • Rebuilding materials and shaders.
  • Migrating post-processing effects.
  • Rebuilding UI blur.
  • Replacing Unity’s water system with Crest 6.
  • Migrating water-interaction effects.
  • Restoring water waves and splashes.
  • Updating map lighting.
  • Improving day and night skies.
  • Rebuilding custom rendering features.
  • Updating quality presets.
  • Reworking map-specific effects and renderer settings.

More Artistic Freedom

The improved performance also creates more room for artistic direction.

With URP, the game can use additional post-processing without sacrificing as much performance.

This creates room for effects such as:

  • Film grain
  • Chromatic aberration
  • Optical flares
  • Additional color grading
  • More expressive lighting
  • Stronger visual identities for individual maps
  • More atmospheric day and night conditions

The objective is not only to improve performance, but also to give the game more personality and move away from an overly neutral presentation.


Map and Visual Improvements

Temple

The Temple map has been migrated to URP and received a significant detail pass.

Changes include:

  • Additional environmental details.
  • Updated lighting.
  • Updated materials and shaders.
  • Improved atmosphere.
  • Performance optimizations.

On the development setup, the map increased from approximately 80 FPS to more than 140 FPS in the Unity Editor.

Actual improvements will vary depending on hardware, resolution, and quality settings.

Air Balloon

The Air Balloon map has been migrated to URP.

The distant-island shader was also reworked so that the island reacts correctly to different sun directions and times of day.

Hooked

Hooked received rendering-pipeline migration work, material updates, shader fixes, and compatibility adjustments for URP.

Volumetric lights have been replaced by transparent cones that create visible beams of light at a much lower performance cost.

Additional Visual Changes

  • Improved the spring-floor shader.
  • Fixed several map-specific shader issues.
  • Rebuilt UI blur for URP.
  • Added URP-compatible desaturation effects.
  • Updated sky rendering and post-processing.
  • Rebuilt water-entry effects.

Spot Builder Selection Highlight

The object-selection effect used in the Spot Builder has been completely reworked.

The previous generic highlighting solution has been replaced with a handmade screen-space outline shader created specifically for Tricking 0.

It is used to highlight the object currently targeted for selection or editing.


New Teleport Effect

The old teleport effect, where the character dissolved and reappeared, has been replaced because it did not make much sense within the game’s more realistic presentation.

Teleporting back to a session marker now uses a screen-space rolling-camera effect designed to suggest a short time skip rather than literal teleportation.

The idea is that the game is skipping the time it took the character to walk or climb back to the marker and prepare for another attempt. The route back is not shown, but the character is still implied to have travelled there normally.


Quality Settings Improvements

The custom quality-preset system has been made more reliable.

Previously, loading a preset could break the settings menu when its saved rendering asset no longer existed or could not be found.


Tutorial Improvements

The tutorials received a large polishing and bug-fixing pass after playtests with less experienced players exposed several edge cases that could make some tutorials extremely difficult or impossible to finish.

  • Fixed several tutorial progression issues and edge cases.
  • Reworked parts of the tutorial code to make it more reliable and easier to maintain.
  • Fixed tutorials incorrectly overriding the player’s controller-overlay settings.

Trick Database and Progression Foundation

The internal representation of tricks has been significantly reworked.

A centralized database now contains the tricks available in the game and provides a consistent source of information for systems that need to identify them.

This provides the foundation for:

  • Launching a tutorial for a specific trick or combination.
  • Detecting when the player inputs a valid trick that has not been implemented yet.
  • Giving clearer feedback when an input produces nothing.
  • Building the future scoring system.
  • Structuring trick unlocks and progression.
  • Organizing the future career mode.
  • Making new trick additions easier to maintain.

The full scoring, progression, and career systems are not included in Alpha 5.0.

Online multiplayer has also been explored as a possible future direction, but it is not currently confirmed to fit within the scope of the game before the full 1.0 release.


Performance Optimizations

A significant CPU and memory optimization pass was completed using the Unity Profiler.

Reduced Per-Frame String Operations

Heavy string manipulation that was being performed every frame has been removed or replaced.

This reduces unnecessary CPU work and garbage generation.

Faster Bone Access

Many dictionary-based bone lookups have been replaced with indexed lists.

This removes hundreds of string-key accesses that previously occurred every frame during animation and ragdoll processing.

Center-of-Mass Optimizations

Center-of-mass calculations have been optimized to reduce repeated work during physics updates.

Air-Drag Rework

The ragdoll air-drag system has been rebuilt.

Previously, it could cast hundreds of rays during every physics update, even at low speed.

The new implementation:

  • Uses a dynamic sampling grid.
  • Increases its resolution as speed increases.
  • Uses fewer samples at low speed.
  • Processes a capped number of samples during each physics step.
  • Distributes calculations across updates.

This significantly reduces the CPU cost of air-drag simulation while preserving its effect at higher speeds.

Replay Memory Improvements

The replay system no longer repeatedly removes the oldest item from growing frame lists.

It now uses fixed-size circular buffers with looping indices.

This avoids constant list shifting and reduces CPU and memory usage during longer sessions.

General Cleanup

Cleaned up obsolete, duplicated, and unused code and assets across the project, reducing unnecessary warnings and making future bugs easier to identify and fix.


Other Fixes

  • Fixed the session marker being placed below the floor when created while the player was ragdolled by raycasting from the character armature to find the ground.
  • Added safety checks around invalid or missing movement states.
  • Fixed outdated or invalid serialized references in older character and UI prefabs.
  • Fixed several Unity startup warnings that made genuine problems harder to identify.

Behind-the-Scenes Improvements

Several internal development tools and workflows were also rebuilt.

These changes are not directly visible during gameplay, but they are benefiting the team by:

  • Reducing the time required to enter Play Mode and test changes.
  • Reducing unnecessary code recompilation.
  • Making bugs and performance issues easier to detect.
  • Keeping imported art assets and their dependencies organized.
  • Preventing unused source assets from being included in builds.
  • Making it easier to replace or update third-party assets safely.
  • Allowing new maps and content to be created more quickly.
  • Reducing the risk of broken references and duplicated assets.
  • Making future updates easier to maintain and release.

Thank you to everyone who voted in the community trick polls, submitted suggestions, tested the game, reported bugs, or shared reference clips.

A huge thank-you as well to everyone who took part in the playtests and helped expose bugs that would have been almost impossible to find while testing only as an experienced player.

Enjoy the Summer Update!

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