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Splash RTG Crane Simulator — Unity

RTG Crane Simulator — Unity

Serious game · Unity · vehicle and grab mechanics, from scratch

{ Unity Developer}

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Unity

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C#

First generation of the RTG crane serious game, built entirely by me in Unity: the vehicle mechanics from scratch. I programmed the spreader, the container grab system and the crane's real operating constraints —what the machine cannot do is as much part of the mechanic as what it can—, plus the basic task system and the multi-screen setup on a physical cab with real joysticks. This foundation later evolved into the photorealistic simulator in Unreal Engine 5.

UnitySimulation engine
5Screens in the physical station
DualReal control joysticks
1st genFirst version of the RTG simulator

Problem

Training RTG crane operators with real equipment is expensive, slow and risky. No training tool existed yet, so the very first version of the simulator had to be built from scratch to run on modest hardware.

Solution

I developed the first generation of the simulator entirely in Unity. I programmed the basic task system, the spreader mechanics and the hooking system, and translated the crane's real behavior into code along with its operational limits. I researched and implemented the multi-screen setup on a physical station with real joysticks that replicates the cabin.

Result

Operators practiced stacking maneuvers safely and repeatably on a low-cost station; this first version —built entirely by me— laid the foundations that evolved into the photorealistic simulator in Unreal Engine 5.

RTG Crane Simulator — Unity


Angel Iram
{ Unity Developer}

Full Simulator Programming (First Version)

I single-handedly built the first version of the RTG crane simulator in Unity: project architecture, the basic task system and the core logic on top of which the whole training experience was built.

Angel Iram
{ Unity Developer}

Spreader Mechanics and Hooking System

I programmed the spreader mechanics and the container hooking system, replicating the real movement and operation with which the crane picks up and sets down the load.

Angel Iram
{ Unity Developer}

Real Crane Behavior and Limitations

I studied how the RTG crane really works and translated it into code, programming its operational limits and constraints so the maneuver behaved like the real operation.

Angel Iram
{ Unity Developer}

Multi-Screen Research and Implementation

I researched and implemented the multi-screen setup that replicates the view from the cabin, deploying the simulator on a physical station with real joysticks.

The code for this project belongs to the client and cannot be published. What I can show is on this page: the problem, the solution I built, my specific role and screenshots of the product. If what you want is to read my code, that's exactly why I built Ghostline: a complete, playable game with both the C# client repo and the TypeScript API repo open —the same technical judgment I applied here, this time auditable commit by commit.

Gallery

Port Terminal in Unity

Render of the yard with the RTG crane and an STS crane in the background, showing the low-poly style of the simulator's first generation.

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