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Reference

Field Reference

Goal: look up a setting you can see in the Inspector. You can use this reference without writing code; for advice on what to change, start with Tuning Recipes.

Find a setting

  1. Note the component you are editing, such as Engine, Audio or Camera.
  2. Choose a section below, or use Ctrl+F to search this page for the setting's label.
  3. Read What it does, then check the unit and range before editing.
  4. Make the change in the Inspector with Play Mode stopped, then test it.

Check: you have found both the setting and the component it belongs to. Several components can use similar labels, so check the heading above the table.

You are working on Jump to
Engine, gears, drive wheels, fuel or boost Drivetrain
Tires, suspension or axles Wheels and suspension
Stability, steering or player control Assists and stability
Engine sound, lights, effects or customization Looks and sound
Dents and mechanical damage Damage
Cameras, project settings or surfaces Scene, AI, customization and UI
Other components, UI widgets or individual upgrades Everything else

Common components: Engine · Gearbox · Wheel · Audio · Camera · Settings · AI.

How to read the tables

Column Meaning
Setting The Inspector label where reviewed label copy is available. Otherwise, the code name is shown.
Code name The name a C# script uses. You do not need to type this to edit a setting in the Inspector.
Unit What the number measures: for example, rpm means engine revolutions per minute, and Nm means torque in newton-meters.
Default The initial value declared in source. A saved prefab, the Setup Wizard or a behavior preset may give your vehicle a different value.
Range The limit declared by the field's attributes. This is not a recommended tuning range or a guarantee that every value will suit your car.
What it does The effect of changing the setting, or the meaning of a live readout.

A dash means that information was not available from the source used to generate the row; it does not mean zero. Read-only or Live values entries show what the vehicle is doing. They are not controls to tune.

This chapter is generated from component source and Inspector label copy. It reflects those inputs when generated; compare it with the Inspector if you use a different RCCP version.

If an edit changes back when you press Play, read Assists and Presets before changing more values.

Drivetrain

RCCP_Engine

Creates the engine's power from the throttle and sends it to the clutch.

Inspector sections, in order: Engine state, Top speed & gearing, RPM range, Throttle response, Power & torque, Rev (RPM) limiter, Turbo & launch control, Friction & inertia, Temperature.

Setting Code name Unit Default Range What it does
Override engine RPM overrideEngineRPM — false — Lets another script set the engine RPM directly instead of the engine working it out from the throttle. Used by the replay system and custom controllers. Leave off for normal driving.
Engine running at start engineRunning — true — On = the car spawns with its engine already running. Off = the player must start it.
Engine starting engineStarting — false — On for a moment while the engine is starting up. Read-only at runtime.
Auto-calculate differential ratio autoCalculateDifferentialRatio — true — On = calculate the differential final-drive ratio from Top speed, wheel size, Max RPM and the highest gear. Replaces manually authored differential final-drive ratios while enabled; gearbox ratios stay unchanged. Off = Top speed is only a reference.
Top speed maximumSpeed km/h 240 min 0 The target top speed used by Auto-calculate differential ratio. Changing this adjusts the differential final drive only while that option is on.
Engine RPM engineRPM rpm 0 min 0 Current engine speed. Read-only at runtime.
Idle RPM minEngineRPM rpm 750 min 0 Engine speed when the car is standing still with no throttle. Typical 700–1000.
Max RPM maxEngineRPM rpm 7000 min 0 The highest engine speed allowed (the redline). Typical 6000–8000 for road cars, up to 15000 for race cars.
RPM rise speed engineAccelerationRate — .75 min 0 How quickly the RPM climbs when the engine is not driving the wheels (in neutral, or with the clutch pressed). Higher = climbs faster. Typical 0.5–1.5.
Slower RPM rise under load enableDynamicAcceleration — false — On = the RPM climbs more slowly when the engine is working hard and faster when it is not. Feels heavier and more realistic. Off = the RPM always climbs at the same rate.
RPM link to wheels engineCouplingToWheelsRate — 1.5 min 0 How closely the engine speed follows the wheel speed once the car is in gear. Higher = engine and wheels move together like a real car. Lower = the engine speed can rise on its own more freely. Typical 1–3.
RPM fall speed engineDecelerationRate — .35 min 0 How quickly the RPM drops back to idle when you release the throttle. Higher = drops faster. Typical 0.2–0.6. Works together with Engine friction.
Engine braking engineBraking — true — On = the car slows down by itself when you release the throttle while in gear, like a real car. Off = the car rolls freely.
Engine braking strength engineBrakingCoefficient — 0.15 0 – 0.4 How strongly the car slows down when you release the throttle. Higher = slows down more. Typical 0.10–0.20 (real road cars are around 0.15).
Engine braking start RPM engineBrakingMinRPMFactor — 0.15 0 – 1 How far up the RPM range engine braking starts working, as a fraction of Max RPM. Lower = works even at low RPM. Higher = only at high RPM. Typical 0.1–0.3.
Engine braking throttle limit engineBrakingThrottleCutoff — 0.05 0 – 0.5 Throttle level at which engine braking fully fades out. Higher = engine braking persists further into the throttle travel. RPM and clutch engagement also affect braking strength. Typical 0.02–0.10.
Over-RPM braking boost overRevEngineBrakingMultiplier — 2.5 1 – 4 Extra engine braking when a downshift pushes the RPM above Max RPM, so a badly timed downshift slows the car sharply. Higher = harsher. Typical 2–3.
Auto-create torque curve autoCreateNMCurve — true — On = the torque curve is built for you from Idle RPM, Max torque RPM and Max RPM, and the curve is hidden. Off = the curve is shown so you can draw it yourself.
Max torque maximumTorqueAsNM Nm 200 min 0 How strongly the engine can pull. Higher = faster acceleration in every gear. Typical 150–600 for road cars, 1000+ for trucks.
Max torque RPM peakRPM rpm 4000 min 0 The engine speed where the engine pulls hardest. Lower = strong pull at low RPM. Higher = the engine needs high RPM to feel fast.
Torque curve NMCurve — — — How the engine's pull changes across the RPM range. A flat curve feels strong in every gear; a curve that peaks late feels fast only at high RPM. X = RPM, Y = fraction of Max torque (0–1).
RPM limiter engineRevLimiter — true — On = the engine cuts fuel for a moment when it reaches Max RPM, making the familiar stuttering sound. Off = the RPM simply stops climbing at Max RPM, with no stutter.
Limiter stutter speed revLimiterCutFrequency cuts/s 15 5 – 30 How fast the limiter stutters at Max RPM. Higher = a fast buzz. Lower = a slow, heavy chop. Typical 10–20.
Launch control launchControlEnabled — false — On = while the car is standing still with the throttle pressed, the engine is held at Launch RPM for a strong, repeatable start. Off = the RPM rises freely at a standstill.
Launch RPM launchControlRPM rpm 4500 min 1000 The RPM the engine is held at while waiting to launch. Higher = a more aggressive start with more wheelspin. Typical 3000–5000.
Launch control max speed launchControlMaxSpeed km/h 5 min 0 Launch control only works below this speed. Above it the engine behaves normally again. Typical 3–10.
Launch control throttle launchControlMinThrottle — .75 .5 – 1 How far the throttle must be pressed for launch control to activate (0–1). Higher = needs nearly full throttle. Typical 0.7–0.9.
Turbocharged turboCharged — false — On = the engine has a turbo. Boost builds up with throttle and RPM and adds extra power, with turbo sounds and a boost gauge. Off = no turbo.
Turbo boost now turboChargePsi psi 0 min 0 Turbo boost pressure right now. Read-only at runtime.
Max turbo boost maxTurboChargePsi psi 12 min 0 Maximum indicated boost pressure. With the same turbo torque multiplier, increasing this does not increase peak power; it raises the pressure target and can lengthen boost build-up. Typical 8–30.
Turbo torque multiplier turboChargerCoEfficient — 1.25 1 – 2 How much extra pull the turbo adds at full boost. 1 = none, 1.25 = 25% more. Typical 1.1–1.5.
Engine friction engineFriction — .2 0 – 1 How quickly the RPM drops when you release the throttle. Higher = drops faster. Typical 0.1–0.5.
Engine inertia engineInertia — .2 .01 – 1 How quickly the RPM can change. Higher = a heavier engine that is slower to respond. Lower = a light, quick engine. Typical 0.2–0.6.
Simulate engine temperature simulateEngineTemperature — false — On = the engine warms up and can overheat. A cold engine has less power until it warms up, and an overheated engine loses power. Off = temperature is ignored.
Temperature now engineTemperature °C 85 20 – 150 Engine temperature right now. Read-only at runtime.
Ideal temperature optimalTemperature °C 85 70 – 100 The temperature at which the engine gives full power. Below it the engine is weaker until it warms up; well above it, power drops again. Typical 85–95.
Outside temperature ambientTemperature °C 20 -20 – 50 The air temperature around the car. The engine starts at this temperature and cools back down toward it. Lower = a longer warm-up. Typical 0–35.
Variable valve timing (VVT) enableVVT — false — On = the engine gets an extra burst of power inside a chosen RPM range, like a sporty engine that "kicks in" at high RPM. Off = no extra burst.
VVT RPM range vvtOptimalRange rpm — — The RPM range where the extra power kicks in. X = start, Y = end. A narrow range at high RPM feels like a sudden kick; a wide range just makes the engine stronger overall. Typical 3000 to 6000.
VVT torque multiplier vvtTorqueMultiplier — 1.1 1 – 1.3 How much extra pull the VVT range adds. 1 = none, 1.1 = 10% more. Typical 1.05–1.2.
Engine knock enableKnockDetection — false — On = the engine can start "knocking" when it is pushed hard at high RPM for too long, or sooner when it is overheating. Knocking cuts up to a third of its power until it gets a break, and a Knock readout appears. Off = the engine never knocks.
Knock now knockFactor — 0 0 – 1 How badly the engine is knocking right now (0 = not at all). Read-only at runtime.
Torque now producedTorqueAsNM Nm 0 min 0 Pull the engine is producing right now. Read-only at runtime.
Throttle now fuelInput — 0 0 – 1 How much throttle the engine is getting right now, including the idle top-up (0–1). Read-only at runtime.
Idle throttle now idleInput — 0 0 – 1 Extra throttle the engine adds by itself to keep running at low RPM. Read-only at runtime.
Engine load now engineLoad — 0 0 – 1 How hard the engine is working right now. 0 = coasting, 1 = full effort. Read-only at runtime.
Turbo blow-off now turboBlowOut — — — On for the moment the turbo releases its pressure after you let off the throttle (the "pssh" sound). Read-only at runtime.
Limiter active cutFuel — false — On while the RPM limiter or launch control is cutting fuel. Read-only at runtime.
Launch control active launchControlActive — — — On while launch control is holding the RPM. Read-only at runtime.
Power output outputEvent — — — Where the engine sends its power — normally the clutch. Use the "Add Output To Clutch" button below to connect it. If this is empty or wrong, the wheels get no power.

RCCP_Clutch

Connects the engine to the gearbox, and loosens or cuts that connection while pulling away and changing gear.

Inspector sections, in order: Clutch engagement, When the clutch is pressed.

Setting Code name Unit Default Range What it does
Clutch inertia clutchInertia — .35 0 – 1 How gradually the automatic clutch engages and releases. Higher = smoother, softer pull-aways and gear changes. Lower = the clutch grabs sharply. Typical 0.2–0.5. Only used while Automatic clutch is on.
Automatic clutch automaticClutch — true — On = the car works the clutch for the player when pulling away, changing gear and stopping, so the engine never stalls. Off = the clutch follows the player's own clutch input.
Engage RPM engageRPM rpm 1200 min 0 Below this RPM the automatic clutch starts to slip so the engine cannot stall. Higher = the car pulls away more softly. Typical 900–1500.
Always press the clutch forceToPressClutch — false — On = the clutch is held fully pressed all the time, so no power reaches the wheels. Useful for cut-scenes or holding a car still. Leave off for normal driving.
Press clutch while shifting pressClutchWhileShiftingGears — true — On = the clutch is pressed automatically during every gear change, so the shift is smooth. Off = power keeps flowing during the shift, which feels harsher but quicker.
Press clutch while handbraking pressClutchWhileHandbraking — true — On = the clutch is pressed while the handbrake is pulled, so the wheels can lock and the car can slide into a drift. Off = the engine keeps driving the wheels against the handbrake.
Override clutch overrideClutch — false — On = another script sets the clutch directly and the automatic clutch is skipped entirely. Used by the replay system and custom controllers. Leave off for normal driving.
Clutch pedal now clutchInput — 1 0 – 1 How far the clutch is pressed right now. 0 = fully released and passing all the power, 1 = fully pressed and passing none. Read-only at runtime.
Torque in receivedTorqueAsNM Nm 0 — Torque arriving from the engine right now. Read-only at runtime.
Torque out producedTorqueAsNM Nm 0 — Torque passed on to the gearbox right now, after clutch slip. Read-only at runtime.
Power output outputEvent — — — Where the clutch sends its power — normally the gearbox. Use the "Add Output To Gearbox" button below to connect it. If this is empty or wrong, the wheels get no power.

RCCP_Gearbox

Takes the power from the clutch, applies the ratio of the current gear and passes it on to the differential.

Inspector sections, in order: Gear ratios & reverse, Gear selection, Shifting, RPM matching on shifts, Transmission & automatic shifting.

Setting Code name Unit Default Range What it does
Gear ratios gearRatios — — min 0.1 One ratio for each forward gear, first gear first. Higher = that gear accelerates harder but reaches a lower top speed. A road car runs from about 3.5–4.5 in first gear down to about 0.8 in top gear. The buttons at the bottom fill in a ready-made set.
Separate reverse ratio useDedicatedReverseRatio — false — On = reverse gets its own ratio, set below. Off = reverse uses first gear's ratio, so the car backs up as strongly as it pulls away.
Reverse ratio reverseGearRatio — 0 min 0 The gear ratio used in reverse. Higher = the car backs up harder but reaches a lower speed. Typical 3–4. Only used while Separate reverse ratio is on.
Max speed to engage reverse maxSpeedToShiftReverse km/h 20 min 0 Reverse cannot be selected while the car is still rolling forward faster than this. Higher = reverse can be selected while the car is still moving. Typical 5–20.
Gear state at start defaultGearState — CurrentGearState.GearState.InForwardGear — The gearbox state when the car spawns. Park or Neutral = the car will not move until a gear is selected.
Force neutral forceToNGear — false — On = the gearbox is held in neutral whatever the player does, so no power reaches the wheels. Useful for cut-scenes and parked cars. Leave off for normal driving.
Force reverse forceToRGear — false — On = the gearbox is held in reverse whatever the player does. Useful for scripted sequences. Leave off for normal driving.
Override gear overrideGear — false — On = another script chooses the gear and all shifting logic is skipped. Used by the replay system and custom controllers. Leave off for normal driving.
Shift time shiftingTime s .2 min 0 How long a gear change takes. Higher = a slow, lazy shift with a clear gap in the power. Lower = a quick, snappy shift. Typical 0.05–0.3.
Cool-down between shifts dontShiftTimer — true — On = the gearbox waits a moment after each gear change before it can shift again, so it does not keep jumping back and forth between two gears. Off = it can change gear again immediately.
Auto throttle on shifts revMatchOnShift — false — On = during a gear change the car presses the throttle briefly by itself, so the RPM matches the next gear and the shift sounds and feels like a real driver's. Off = the throttle is simply cut for the whole shift.
Auto throttle strength revMatchStrength — 1 0 – 1 How much of the throttle the automatic RPM matching controls during a shift. 1 = fully automatic. 0 = the player's own pedal, the same as turning it off. Typical 0.8–1.
Downshift RPM rise speed revMatchGain — .001 min 0 How quickly the RPM is raised to match the next gear on a downshift. Higher = a faster, sharper RPM rise. Typical 0.0005–0.002.
Upshift throttle hold shiftThrottleHold — .5 0 – 1 How much throttle is kept on during the first part of an upshift, so the RPM rises briefly before the next gear. Higher = a louder, more dramatic shift. Keep it above 0.3 or the effect disappears; 0 = off. Typical 0.4–0.6.
Upshift hold length shiftThrottleHoldFraction — .45 0 – 1 How much of the shift time the throttle stays held before it is released (0–1). Higher = a longer hold and a later, sharper drop. Typical 0.4–0.6.
Upshift RPM rise revMatchFlareRise rpm 400 min 0 How far the RPM may rise above its level at the start of an upshift. About 400 is clearly audible; much less and the shift sounds like nothing happened. Typical 200–600.
Upshift RPM margin revMatchLimiterHeadroom rpm 250 min 0 How far below Max RPM the upshift RPM rise must stop. 0 = it may hit the RPM limiter and stutter as part of the shift sound. Higher = it always stays clear of the limiter. Typical 200–400.
Shift throttle limit maxShiftThrottle — 1 0 – 1 The most throttle the automatic RPM matching is allowed to use. Lower = gentler, quieter shifts. Typical 0.8–1.
Transmission transmissionType — TransmissionType.Automatic — Manual = the player changes gear. Automatic = the car changes gear by itself. Automatic DNRP = the car changes gear by itself and the player picks Drive, Neutral, Reverse or Park with a selector.
Gear selector automaticGearSelector — SemiAutomaticDNRPGear. — Which position the Drive / Neutral / Reverse / Park selector is in. Only used with the Automatic DNRP transmission.
Shift-up timing shiftThreshold — .8 .1 – .9 How far up the RPM range the automatic gearbox waits before shifting up. Higher = it holds each gear longer and feels sportier. Lower = it shifts up early and feels relaxed. Typical 0.6–0.9.
Shift up RPM shiftUpRPM rpm 5500 min 0 The RPM the automatic gearbox shifts up at. Higher = the engine runs to a higher RPM before each shift. Typical 5000–7000.
Shift down RPM shiftDownRPM rpm 2750 min 0 The RPM the automatic gearbox shifts down at. Higher = it drops a gear sooner and keeps the RPM higher. Typical 2000–3500. Keep it well below Shift up RPM, or the gearbox will keep jumping between two gears.
Gear now currentGear — 0 min 0 Which forward gear is engaged right now. 0 = first gear. Read-only at runtime.
Gear state now currentGearState — — — Whether the gearbox is in park, reverse, neutral or a forward gear right now. Read-only at runtime.
Driving the wheels now gearInput — 0 min 0 1 while the gearbox is driving the wheels, 0 in neutral or park. Read-only at runtime.
Shifting now shiftingNow — false — On while a gear change is in progress. Read-only at runtime.
Shift cool-down left lastTimeShifted s 0 min 0 How long is still to run before the next gear change is allowed. Read-only at runtime.
RPM per gear gearRPMs rpm — — Max RPM divided by each gear's ratio — a quick way to compare one gear with the next. Read-only at runtime.
Gear target speeds targetSpeeds km/h — — The top speed each gear aims for, used by automatic shifting to decide when to change gear. Read-only at runtime.
Torque in receivedTorqueAsNM Nm 0 — Torque arriving from the clutch right now. Read-only at runtime.
Torque out producedTorqueAsNM Nm 0 — Torque passed on to the differential right now, after the gear ratio. Read-only at runtime.
Power output outputEvent — — — Where the gearbox sends its power — normally the differential. Use the "Add Output To Differential" button below to connect it. If this is empty or wrong, the wheels get no power.

RCCP_Gearbox+CurrentGearState

Setting Code name Unit Default Range What it does
gearState gearState — GearState.InForwardGear — Whether the gearbox is in park, reverse, neutral or a forward gear right now. Read-only at runtime.

RCCP_Differential

Splits the power from the gearbox between the two wheels of an axle, and applies the final drive ratio.

Inspector sections, in order: Differential type & locking, Final drive & axle.

Setting Code name Unit Default Range What it does
Differential type differentialType — DifferentialType.Limited — How the power is shared between the two wheels of this axle. Open = the wheel with more grip gets more of the power, so a car with one wheel on a slippery surface still pulls away. Limited = the two wheels are partly linked. Full locked = both wheels always turn together, good for drifting and off-road. Direct = the power is split equally, with no slip calculation.
Limited-slip ratio limitedSlipRatio % 80 0 – 100 How tightly the two wheels are linked. Higher = closer to a locked differential: less one-wheel spin and better grip when accelerating out of corners. Lower = closer to an open differential. Typical 50–90. Only used with the Limited differential type.
Override differential overrideDifferential — false — On = another script decides how much torque each wheel gets and the differential's own calculation is skipped. Leave off for normal driving.
Final drive ratio finalDriveRatio — 3.73 min 0.01 An extra gear ratio applied in every gear. Higher = quicker acceleration but a lower top speed. Typical 3–4.5. Set automatically while the engine's Auto-calculate differential ratio is on.
Connected axle connectedAxle — — — The axle this differential drives. If it is empty the wheels get no power — use the button below to connect one.
Torque in receivedTorqueAsNM Nm 0 min 0 Torque arriving from the gearbox right now. Read-only at runtime.
Torque out producedTorqueAsNM Nm 0 — Total torque sent to the axle right now, after the final drive ratio. Read-only at runtime.
Left wheel RPM leftWheelRPM rpm 0 — How fast the left wheel is turning right now. Read-only at runtime.
Right wheel RPM rightWheelRPM rpm 0 — How fast the right wheel is turning right now. Read-only at runtime.
Wheel speed difference wheelSlipRatio — 0 0 – 1 How differently the two wheels are turning right now. 0 = both the same, 1 = one wheel spinning much faster than the other. Read-only at runtime.
Left torque share leftWheelSlipRatio — 0 — The share of the torque going to the left wheel right now. Read-only at runtime.
Right torque share rightWheelSlipRatio — 0 — The share of the torque going to the right wheel right now. Read-only at runtime.
Left wheel torque outputLeft Nm 0 — Torque sent to the left wheel right now. Read-only at runtime.
Right wheel torque outputRight Nm 0 — Torque sent to the right wheel right now. Read-only at runtime.

RCCP_Nos

Gives the engine a short burst of extra power on demand, then refills the tank over time.

Inspector sections, in order: Boost, Refill.

Setting Code name Unit Default Range What it does
Torque multiplier torqueMultiplier — 2.5 1 – 10 How much the engine's pull is multiplied while the boost is firing. 2.5 = two and a half times the normal pull. Higher = a stronger push. Typical 1.5–3.
Duration durationTime s 3 min 0 How long a full tank of boost lasts while the button is held. Higher = a longer burst. Typical 2–6.
Refill delay regenerateTime s 2 min 0 How long the player must stay off the boost before the tank starts refilling. Higher = the boost can be used less often. Typical 2–5.
Refill speed regenerateRate — 1 min 0 How quickly the tank refills once it starts. Higher = the boost is ready again sooner. Typical 0.5–2.
NOS firing now nosInUse — — — On while the boost is actually firing. Read-only at runtime.
Boost left timer s 3 min 0 How many seconds of boost are still in the tank. Read-only at runtime.
Tank level amount — 1 0 – 1 How full the boost tank is. 0 = empty, 1 = full. Read-only at runtime.

RCCP_FuelTank

Burns fuel as the engine works, and can shut the engine off when the tank runs dry.

Inspector sections, in order: Tank, Consumption.

Setting Code name Unit Default Range What it does
Tank capacity fuelTankCapacity L 60 0 – 300 How much fuel the tank holds when full. Higher = the car drives further before running out. Typical 40–100 for a car, 200+ for a truck. While the game is running this shows the fuel actually left.
Starting fill fuelTankFillAmount — 1 0 – 1 How full the tank is when the car spawns. 1 = full, 0.5 = half a tank. While the game is running it shows how full the tank is now.
Stop engine when empty stopEngine — true — On = the engine cuts out the moment the tank runs dry and the car coasts to a halt. Off = the car keeps running on an empty tank.
Idle consumption baseLitersPerHour L/h 1 0 – 20 How much fuel the engine burns while idling. Higher = the tank drains even when the car is standing still. Typical 0.5–2.
Full-throttle consumption maxLitersPerHour L/h 25 0 – 200 How much fuel the engine burns at full throttle and Max RPM. Higher = the tank empties faster when the car is driven hard. Typical 20–60.
Min throttle for fuel use minimalIdleThrottle — 0.05 0 – 1 The smallest throttle the fuel calculation uses while the engine is running, so a car left idling still burns fuel. Higher = idling drains the tank faster. Typical 0.03–0.10.
Burning now currentLitersPerHour L/h 0 0 – 200 How much fuel the engine is burning right now. Read-only at runtime.

RCCP_Limiter

Caps the car's speed gear by gear, so it never goes faster than the limit set for the gear it is in.

Inspector sections, in order: Speed limits, Downhill force.

Setting Code name Unit Default Range What it does
Speed limit per gear limitSpeedAtGear km/h — min -1 The top speed allowed in each gear, first gear first. -1 leaves that gear unlimited. The list must have one entry for every gear in the gearbox.
Auto-fill from gearbox autoSet — false — On = the limits are filled in automatically from the top speed of each gear, replacing anything entered by hand. Off = you set each gear's limit yourself.
Brake on downhill slopes applyDownhillForce — true — On = the car is also braked when it rolls past the limit going downhill (cutting the fuel alone cannot slow a car rolling down a hill). Off = the limit can be exceeded downhill.
Downhill braking strength downhillForceStrength — 20 0 – 100 How hard the car is held back once it goes past the limit downhill. Higher = the speed is pulled back sharply and can feel like hitting an invisible wall. Typical 10–30.
Limiting now limitingNow — false — On while the limiter is holding the car back. Read-only at runtime.

RCCP_TrailerController

Turns an object into a towable trailer: its own wheels and lights, and the hitch that joins it to a vehicle.

Inspector sections, in order: Trailer setup, Camera while towing, Hitch.

Setting Code name Unit Default Range What it does
Towing vehicle carController — — — The vehicle towing this trailer. Filled in automatically when the trailer is hitched up — leave it empty.
Trailer wheels trailerWheels — — — Every wheel on the trailer, each with its wheel collider and the wheel you can see. Add one entry per wheel.
Center of mass COM — — — An empty object marking where the trailer's weight sits. Lower = the trailer is harder to tip over. Put it low down and between the axles.
Support legs legs — — — The support legs shown while the trailer is standing on its own. They are hidden as soon as a vehicle hitches up.
Hitch trigger attacher — — — The trigger box at the front of the trailer that notices a towing vehicle and hitches on to it.
Override camera while towing manualSetCameraDistanceAndHeight — false — On = the chase camera pulls back to the distance and height set below while this trailer is hitched, so the whole rig stays in shot. Off = the camera keeps its usual framing.
Camera distance TPSDistance m 20 min 0 How far behind the rig the chase camera sits while the trailer is hitched. Higher = more of the trailer in shot. Typical 15–25 for a truck and trailer.
Camera height TPSHeight m 6 min 0 How high above the rig the chase camera sits while the trailer is hitched. Higher = a more top-down view. Typical 4–8.
Max hitch angle maxAngle ° 90 min 0 How far the trailer may swing away from the towing vehicle before it is pushed back into line. Lower = the trailer follows more tightly and swings out less. Typical 60–90.
Hitch point trailerConnectionPoint — — — The point on the trailer that joins to the towing vehicle. Leave it empty and one is created for you at the hitch trigger.
Hitched now attached — false — On while the trailer is hitched to a vehicle. Read-only at runtime.

RCCP_TrailerController+TrailerWheel

Setting Code name Unit Default Range What it does
wheelCollider wheelCollider — — — The wheel collider that carries this trailer wheel's weight and grip.
wheelModel wheelModel — — — The wheel you can see, which is moved and turned to match the collider.
steering steering — false — On = this wheel turns as the trailer swings, the way a steering trailer axle follows the towing vehicle. Off = the wheel stays straight.
maxSteerAngle maxSteerAngle — 40 min 0 How far this wheel may turn when it steers, in degrees. Higher = the trailer tucks in more tightly through corners. Typical 10–40.

RCCP_TrailerAttacher

A trigger box that hitches a trailer to a vehicle when the two meet. Put one on the back of the vehicle and one on the front of the trailer.

Setting Code name Unit Default Range What it does
Attached trailer attachedTrailer — — — The trailer hitched through this attacher. Filled in automatically when a trailer is picked up — leave it empty.

Wheels and suspension

RCCP_Axle

One axle and its two wheels. Shares out the power it receives, and handles steering, braking and the handbrake for this pair of wheels.

Inspector sections, in order: Wheels on this axle, Body roll & power split.

Setting Code name Unit Default Range What it does
Left wheel model leftWheelModel — — — The wheel the player sees on the left of this axle — the 3D model that spins and steers. While "Auto-align wheel colliders" is on, its size and position also set up the physics wheel, so fitting a bigger wheel needs no other change.
Right wheel model rightWheelModel — — — The wheel the player sees on the right of this axle — the 3D model that spins and steers. While "Auto-align wheel colliders" is on, its size and position also set up the physics wheel, so fitting a bigger wheel needs no other change.
Left WheelCollider leftWheelCollider — — — The physics wheel on the left: it handles grip, suspension, power and skidmarks. The setup wizard fills this in. Use the Edit button next to it to open that wheel's own settings.
Right WheelCollider rightWheelCollider — — — The physics wheel on the right: it handles grip, suspension, power and skidmarks. The setup wizard fills this in. Use the Edit button next to it to open that wheel's own settings.
Auto-align WheelColliders autoAlignWheelColliders — true — On = the physics wheels keep themselves lined up with the wheel models and take their size from them, so swapping a wheel needs no re-setup. Turn it off only if you want to place and size the physics wheels by hand.
Anti-roll force antirollForce N 500 min 0 How hard this axle resists the body leaning in corners. Higher = flatter cornering, but a bump under one wheel is felt by the other. Typical 300–1500, more for heavy vehicles. This is not a rollover fix: a car that rolls over is usually carrying its weight too high, and anti-roll only stops it at several times this range. A behavior preset can raise this but never lower it.
Torque share powerMultiplier — 1 -1 – 1 How much of the power arriving at this axle reaches its wheels. 1 = all of it. Lower = this axle pulls less, which is how a four-wheel-drive car is made front- or rear-heavy. Negative turns the wheels the other way. Only used while this axle is powered.
Steered axle isSteer — false — On = these two wheels turn with the steering. Usually the front axle only; switching it on for the rear as well gives four-wheel steering.
Steering angle maxSteerAngle ° 40 0 – 50 How far the wheels turn when the steering is turned all the way. Higher = tighter turns but a more nervous car. Typical 30–40 for road cars. Capped at 50 — above that the wheel physics become unstable.
Steering speed steerSpeed — 1 .01 – 5 How quickly the wheels move to the angle the player is asking for. Lower = slow, heavy steering. Typical 0.5–2. Raising it above the shipped value changes little, because the steering is already faster than the suspension and tires that follow it; use it to make a car feel heavier, not sharper. A behavior preset limits this to its own range.
Steering scale steerMultiplier — 1 -1 – 1 Scales how much this axle steers. 1 = normal. Between 0 and 1 = the axle turns less than asked. Negative = it turns the opposite way, which is how rear-wheel steering is set up.
Braked axle isBrake — false — On = the brake pedal slows these two wheels. Normally on for every axle.
Brake torque maxBrakeTorque Nm 5000 min 0 How hard this axle can brake with the pedal fully pressed. Higher = shorter stops, but the wheels lock sooner. Typical 3000–6000 for a road car. The handbrake uses this number too, scaled by Handbrake strength.
Brake share brakeMultiplier — 1 0 – 1 How much of the braking this axle does. 1 = full. Lowering it on the rear axle (0.5–0.7 is usual) stops the rear wheels locking and the car spinning out.
Handbrake axle isHandbrake — false — On = the handbrake locks these two wheels. Normally the rear axle only — a handbrake on the front makes the car very hard to slide.
Handbrake strength handbrakeMultiplier — 1 0 – 1 How hard the handbrake grips, as a share of Brake torque. Higher = the wheels lock at once, for easy slides. Typical 0.6–1.
Powered axle isPower — false — On while the differential is sending power to this axle. Set by the differential's drive type, not by hand. Read-only at runtime.

RCCP_WheelCollider

One wheel: its tire grip, the wheel you see, and what it is doing right now.

Inspector sections, in order: Wheel & axle, Wheel alignment & size, Grip & surface, Flat tire, Other options, Wheelbase & track width, Ground status, Input & forces, Slip & speed, Temperature & bump.

Setting Code name Unit Default Range What it does
Axle connectedAxle — — — The axle this wheel belongs to — where its power, steering and braking come from. Filled in automatically while the car is running; set it by hand only for a wheel that is not placed under an axle.
Wheel model wheelModel — — — The wheel the player sees. It is moved and turned to match the physics wheel every frame, and its size sets the wheel radius while auto-align is on. Required — the wheel switches itself off without one.
Align wheel model alignWheels — true — On = the wheel you see follows the physics wheel every frame, so it moves with the suspension and turns with the steering. Off = the model stays where you put it, for a wheel you animate yourself.
Rim offset offset m 0 -10 – 10 Moves the wheel you see outwards or inwards. Higher = the wheel sticks out further. Changes the look only — the physics wheel does not move. Typical 0–0.05.
Camber camber ° — -10 – 10 Tilts the top of the wheel in or out. Negative tilts the top inwards (the racing look), most visible on a parked or slow car. Changes the look only — grip does not change. Typical -3 to 0.
Caster caster ° — -10 – 10 Tilts the wheel forwards or backwards when seen from the side. Changes the look only — nothing in the physics changes. Typical -2 to 2.
Tire width width m .25 min .1 How wide the skidmarks and tire smoke from this wheel are. It does not change grip — set that with Grip. Typical 0.2–0.35.
Grip grip — 1 0 – 2 How much grip this tire has, on top of what the road surface gives it. 1 = the surface decides. Higher = sticks harder (1.5 = racing tires). Lower = slides easily (0.5 = wet road, 0 = ice). Typical 0.8–1.5.
Force ground surface groundIndexOverride — -1 min -1 Forces this wheel to use one surface from the Ground Materials list instead of the surface it is actually driving on — useful for a scripted ice patch or a test setup. -1 = off, which is what you want normally.
Radius when flat deflatedRadiusMultiplier — .8 0 – 1 How much smaller this wheel becomes when the tire goes flat, as a share of its normal size. Lower = the rim drops closer to the road. Typical 0.7–0.85.
Grip when flat deflatedStiffnessMultiplier — .25 0 – 1 How much grip is left once this tire is flat. Lower = the car pulls hard to that side and slides. Typical 0.2–0.4.
Draw skidmarks drawSkid — true — On = this wheel leaves skidmarks and tire smoke when it slides. Turn it off on a wheel that never touches the road, such as a spare.
Drift mode driftMode — false — On = this wheel's grip is changed so the car slides and keeps sliding instead of gripping. A behavior preset overwrites this when it is applied, so for a drift car set it on the preset rather than here.
Wheelbase wheelbase m 2.55 min 0.01 Distance from the front axle to the rear axle. Used by the steering and the stability assists. Measure it from your model — a wrong number makes tight corners feel wrong. Typical 2.3–3.
Track width trackWidth m 1.5 min 0.01 Distance between the left and right wheels of this axle. Used together with Wheelbase by the steering. Typical 1.4–1.7.
Touching the ground isGrounded — false — On while this wheel is in contact with a surface. Read-only at runtime.
Sliding isSkidding — false — On while this wheel is sliding enough to leave marks and make noise. Read-only at runtime.
Surface groundIndex — 0 min 0 Which entry in the Ground Materials list this wheel is on right now. Read-only at runtime.
Drive torque now motorTorque Nm 0 — Pull being sent to this wheel right now. Read-only at runtime.
Brake torque now brakeTorque Nm 0 min 0 Braking being applied to this wheel right now. Read-only at runtime.
Steer input steerInput — 0 — Not used any more: nothing writes to it, so it always reads zero. The wheel's real steering angle is on the Unity Wheel Collider next to this component. Read-only at runtime.
Handbrake now handbrakeInput — 0 min 0 How hard the handbrake is pulling on this wheel right now, 0 to 1. Read-only at runtime.
Engine brake torque now engineBrakeTorqueNm Nm 0 min 0 How much the engine is holding this wheel back right now while the throttle is released. Read-only at runtime.
Wheel speed wheelRPM2Speed km/h 0 — How fast this wheel is turning, shown as road speed. Compare it with the car's speed to spot a wheel that is spinning or locked. Read-only at runtime.
Tire temperature totalWheelTemp °C MIN_WHEEL_TEMPERATURE min 0 Rises as the tire slides and falls again when it grips. Decides how much smoke this wheel makes. Read-only at runtime.
Bump force bumpForce N — — How much the force on this wheel jumped since the last frame. A big jump triggers the bump sound. Read-only at runtime.
Flat tire deflated — false — On while this tire is flat. Set by the damage system; cannot be changed here.
Stability cut cutTractionESP — — — How much of this wheel's power the stability assist is cutting right now, 0 to 1. Read-only at runtime.
Traction control cut cutTractionTCS — — — How much of this wheel's power traction control is cutting right now, 0 to 1. Read-only at runtime.
ABS release cutBrakeABS — — — How much of this wheel's braking ABS is releasing right now, 0 to 1. Read-only at runtime.
Damage pull damageSteerBias ° — — Extra steering angle forced onto this wheel by damage — what makes a damaged car pull to one side. Read-only at runtime.
Flat tire progress deflationT — — — How far a slow puncture has got, 0 to 1. Read-only at runtime.
Flat tire wobble deflationWobble ° — — How much the flat wheel wobbles as it turns. Set by the damage mechanics. Read-only at runtime.
Drift grip (forward) driftForwardStiffnessMultiplier — — — How much the drift helper is scaling this wheel's forward grip right now. Read-only at runtime.
Drift grip (sideways) driftSidewaysStiffnessMultiplier — — — How much the drift helper is scaling this wheel's sideways grip right now. Read-only at runtime.

WheelCollider

Unity's own wheel physics for this wheel. RCCP fills in some of these for you — the tooltips say which.

Inspector sections, in order: Suspension, Forward grip, Sideways grip, Wheel size & mass.

Setting Code name Unit Default Range What it does
Suspension travel m_SuspensionDistance m — — How far this wheel can move up and down. Higher = more body movement over bumps and a softer look. Too little and the suspension hits its limit on every bump. Typical 0.15–0.3.
Spring m_SuspensionSpring.spring N/m — — How strongly the suspension holds the car's weight up. Higher = stiffer and flatter, more like a sports car. Lower = softer, the car leans and dips more. Typical 30000–70000 for a road car. A behavior preset multiplies whatever you set here.
Damper m_SuspensionSpring.damper N·s/m — — How quickly the car stops bouncing after a bump. Higher = settles at once and feels planted. Lower = keeps floating after a bump. Typical 5–10% of Spring, so 2500–4000. A behavior preset multiplies whatever you set here.
Rest position m_SuspensionSpring.targetPosition — — — Where the wheel sits in its travel when the car is parked: 0 = bottom of the travel, 1 = top. Lower = more travel left to soak up bumps, and the body sits higher. RCCP sets up new wheels at 0.4.
Body sway m_ForceAppPointDistance — — — How high up the body this wheel pushes. 0 = the most realistic lean and weight shift. 0.25 = the most stable, with almost no lean. Move it toward 0.25 for arcade handling, keep it near 0 for realism.
Peak-grip slip m_ForwardFriction.m_ExtremumSlip — — — How much faster than the road this wheel has to spin before it grips its hardest. Higher = the tire takes longer to grip and wheelspin feels lazier. Typical 0.3–0.5. A behavior preset replaces this when it is applied.
Peak grip m_ForwardFriction.m_ExtremumValue — — — The most grip this wheel can give under power or braking. Higher = harder acceleration and shorter stops. Typical 1. A behavior preset replaces this when it is applied.
Sliding slip m_ForwardFriction.m_AsymptoteSlip — — — How much the wheel has to spin before grip settles at the Sliding grip value below. Typical 0.6–0.9. A behavior preset replaces this when it is applied.
Sliding grip m_ForwardFriction.m_AsymptoteValue — — — How much grip is left once the wheel is spinning or fully locked. Lower = a spinning or locked wheel goes nowhere. Typical 0.5–0.8. A behavior preset replaces this when it is applied.
Forward grip stiffness m_ForwardFriction.m_Stiffness — — — RCCP rewrites this every frame from Grip and the surface the wheel is on, so anything typed here is replaced at once. Change Grip instead.
Peak-grip slip m_SidewaysFriction.m_ExtremumSlip — — — How far the tire has to slide sideways before it grips its hardest. Higher = the car slides a little before it grips, which feels softer. Typical 0.25–0.4. A behavior preset replaces this when it is applied.
Peak grip m_SidewaysFriction.m_ExtremumValue — — — The most cornering grip this wheel can give. Higher = the car turns harder before it starts to slide. Typical 1. A behavior preset replaces this when it is applied.
Sliding slip m_SidewaysFriction.m_AsymptoteSlip — — — How far the tire has to slide before grip settles at the Sliding grip value below. Typical 0.5–0.8. A behavior preset replaces this when it is applied.
Sliding grip m_SidewaysFriction.m_AsymptoteValue — — — How much cornering grip is left once the tire is fully sliding. Higher = long, controllable drifts. Lower = the rear slides out suddenly. Typical 0.5–0.8. A behavior preset replaces this when it is applied.
Sideways grip stiffness m_SidewaysFriction.m_Stiffness — — — RCCP rewrites this every frame from Grip, the surface, the handbrake and the traction assist, so anything typed here is replaced at once. Change Grip instead.
Radius m_Radius m — — The size of the wheel in the physics. It has to match the wheel you see, or the car floats above the road or sinks into it. While the axle's "Auto-align wheel colliders" is on, RCCP works this out from the wheel model and replaces what you type.
Wheel mass m_Mass kg — — How heavy this wheel is. Higher = steadier, slower to spin up, less likely to bounce over bumps. Typical 20–40. RCCP can work it out from the vehicle's weight instead, when the fixed wheel collider option is on in RCCP Settings.
Wheel spin damping m_WheelDampingRate — — — Slows the wheel's own spinning so it does not keep spinning freely. RCCP rewrites this every frame from the surface the wheel is on, so a value typed here is replaced while driving.
Collider center m_Center m — — Moves the wheel's physics center relative to this object. Leave it at zero — RCCP positions the wheel by moving the object itself.

Assists and stability

RCCP_Stability

The driver assists that keep the car under control: ABS, ESP and traction control, plus the helper forces behind them.

Inspector sections, in order: ABS, ESP & traction control, ESP tuning, Engage & release timing, What ESP expects the car to do, Correction gains, Sideways slide limits, Smoothing, Assists working now, ESP readouts, Drift & grounding, Stability helpers, Spin protection, Steering helper tuning, Strength by speed, Steering assist, High-speed safety, Smoothing, Smoothing, Drift system, Forces, Grip, Recovery.

Setting Code name Unit Default Range What it does
ABS (anti-lock brakes) ABS — true — On = the brakes release and re-apply by themselves when a wheel is about to lock, so the car can still steer while braking hard. Off = the wheels can lock and the car slides straight ahead. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
ESP (stability control) ESP — true — On = the car brakes one wheel at a time to straighten itself when it starts to spin or slide. Off = a slide is entirely the driver's problem. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
TCS (traction control) TCS — true — On = engine power is cut when the driven wheels start spinning, so the car pulls away cleanly instead of spinning its wheels. Off = wheelspin is left to the driver. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
ABS threshold engageABSThreshold — .5 .01 – .5 How much a wheel has to lock before ABS steps in. Lower = ABS steps in early and the car almost never locks a wheel. Higher = it only helps in a very hard stop. Typical 0.2–0.5.
ESP threshold espDeadband °/s 6 0.5 – 10 How far the car has to be turning away from where it is pointed before ESP steps in. Lower = ESP catches a slide early and the car feels safe but restricted. Higher = the driver gets to slide first. Typical 4–8.
TCS threshold engageTCSThreshold — .35 .01 – .5 How much the driven wheels have to spin before traction control cuts power. Lower = it steps in early and wheelspin is nearly impossible. Higher = the wheels can spin a while first. Typical 0.2–0.4.
ABS strength ABSIntensity — 1 0 – 1 How much braking ABS takes away while it is working. 1 = releases the brake fully on a locking wheel. Lower = a softer release, so the wheel still locks a little. Typical 0.8–1.
ESP strength ESPIntensity — .5 0 – 1 How hard ESP brakes a wheel to straighten the car. Higher = corrections you can feel, and the car is very hard to spin. Lower = gentle nudges that leave the slide to the driver. Typical 0.3–0.7.
TCS strength TCSIntensity — .25 0 – 1 How much power traction control takes away when the wheels spin. Higher = power is cut hard and wheelspin stops at once. Lower = the wheels keep spinning a little. Typical 0.2–0.5.
ESP mode espMode — ESPMode.Sport — Normal = ESP brakes wheels and can also cut engine power. Sport = brakes only, so the car keeps pulling while ESP corrects and a confident driver keeps more control. Both switch on at the same point.
Keep speed while ESP brakes preserveSpeedFactor — 1 0 – 1 Gives back the speed ESP's braking would have cost. 1 = the car keeps its speed through the correction, which is what an arcade game usually wants. 0 = braking slows the car for real. It never gives back power that traction control cut.
ESP release threshold espDeactivationDeadband °/s 2.5 0.1 – 5 How straight the car has to be running again before ESP lets go. Keep it 1–3 below the ESP threshold, or ESP switches on and off many times a second through one corner. Typical 2–4.
Minimum ESP time espMinInterventionTime s 0.055 0 – 0.5 Once ESP steps in it stays on for at least this long. Higher = one long, smooth correction. Lower = short bursts that can feel jittery. Typical 0.05–0.2.
Slide type hold time espModeCommitTime s 0.2 0 – 0.5 How long ESP sticks with its decision about which end of the car is sliding before it may change its mind. Higher = it will not flip between braking the front and the rear in the middle of a corner. Typical 0.15–0.3.
Dashboard light threshold espMinNoticeableBrakeTorque Nm 75 0 – 500 How hard ESP has to be braking before the dashboard ESP light comes on. Higher = the light only shows real saves instead of flickering through every corner. 0 = the light follows every tiny correction. Typical 50–150.
Dashboard light hold espUIMinHoldTime s 0.1 0 – 1 How long the dashboard ESP light stays on after the correction ends. Higher = a steady light instead of a flicker. 0 = off. Typical 0.1–0.3.
Expected understeer understeerGradient — 0.01 0 – 0.01 How much ESP expects this car to push straight ahead instead of turning (understeer) in fast corners. Higher = ESP allows more of it before correcting, which suits a heavy car or an SUV. Lower = it holds the car to the line the steering asked for, which suits a sports car. Typical 0.002–0.005.
Expected road grip estimatedMu — 0.85 0.1 – 1.2 How much grip ESP assumes the road has, which limits how hard it lets the car turn. 0.9–1 = dry asphalt, 0.5–0.7 = wet, 0.2–0.4 = snow or ice. Set it to match the surface most of your track is made of.
Yaw rate lag yawRateTimeConstant s 0.25 0.05 – 0.3 How long ESP gives the car to answer the steering before it treats the difference as a slide. Higher = quick flicks of the wheel are ignored. Lower = ESP reacts to every steering input. Typical 0.1–0.3.
Correction strength espPGain — 4 0.5 – 10 How hard ESP corrects for how far off line the car is. Higher = a firm, immediate save. Lower = a gentler one that may not catch a fast slide. Typical 3–6. Scaled by the car's weight, so the same number works on a light and a heavy vehicle.
Correction damping espDGain — 0.3 0 – 2 Adds correction for how fast the slide is growing, which catches a sudden rear slide before it becomes a spin. Higher = earlier saves but more chance of over-correcting. Typical 0.2–0.5.
Max sideslip angle sideslipMaxAngle ° 10 3 – 20 How far sideways the car may travel compared to where it is pointed before ESP treats it as the start of a spin. Lower = ESP steps in while the car is still nearly straight. Typical 6–12 on dry asphalt.
Max sideslip rate sideslipMaxRate °/s 15 5 – 30 How fast that sideways angle may grow before ESP calls it a spin. Lower = sudden slides are caught sooner, before the angle gets big. Typical 10–20.
ESP brake smoothing espBrakeSmoothing — 2 1 – 20 How quickly ESP's braking is allowed to rise and fall. Higher = sharp, instant corrections. Lower = softer ones the driver barely notices. Typical 2–6.
ABS working ABSEngaged — false — On while ABS is releasing the brake on at least one wheel. Read-only at runtime.
ESP working ESPEngaged — false — On whenever ESP is correcting, including corrections too small to feel. Read-only at runtime.
ESP dashboard light ESPIndicatorEngaged — false — On only when the correction is big and long enough to light the dashboard. This is the one the HUD reads. Read-only at runtime.
TCS working TCSEngaged — false — On while traction control is cutting power because a driven wheel is spinning. Read-only at runtime.
Yaw rate now debugYawActualDegS °/s — — How fast the car is actually turning. Positive = turning right. Read-only at runtime.
Yaw rate wanted debugYawRefDegS °/s — — How fast ESP thinks the car should be turning for the current steering and speed. Read-only at runtime.
Yaw rate error debugYawErrorDegS °/s — — The gap between the two above. Big and growing = the car is sliding; this is what ESP corrects. Read-only at runtime.
Sideslip angle debugSideslipAngleDeg ° — — The angle between where the car points and where it is actually going. 0 = driving straight, large = sideways. Read-only at runtime.
Sideslip rate debugSideslipRateDegS °/s — — How fast that sideways angle is growing. A big number means a spin is starting. Read-only at runtime.
Wheel ESP is braking debugActiveWheelIndex — -1 — Which wheel ESP is braking right now: -1 = none, 0 = front left, 1 = front right, 2 = rear left, 3 = rear right. Read-only at runtime.
Rear is sliding debugIsOversteer — — — On when ESP reads the slide as the rear sliding out; off means the front is pushing straight ahead instead. Read-only at runtime.
Drift amount driftIntensity — — — How hard the car is sliding right now, 0 to 1, worked out from how much the rear tires are slipping. Drives the drift forces below. Read-only at runtime.
Wheels on the ground groundedFactor — 0 0 – 1 How much of the car is in contact with the road, 0 to 1. The helpers below are scaled down as this drops, so a car in mid-air is not pushed around. Read-only at runtime.
Steering helper steeringHelper — true — On = invisible forces at the wheels nudge the car toward where the steering is pointing, so it feels planted and easy to place. Off = the car goes exactly where the tires take it. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Traction helper tractionHelper — true — On = front grip is eased off while the car is sliding, so a spin turns back into a slide instead of getting worse. Off = no help recovering. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Angular drag helper angularDragHelper — false — On = the car gets harder to rotate as it speeds up, which stops nervous spins at high speed. Off = it turns as freely at 200 km/h as at 20. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Drift angle limiter driftAngleLimiter — false — On = once the car is sideways past the angle below, its rotation is slowed so it cannot go into a full spin. Off = nothing stops a spin. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Max drift angle maxDriftAngle ° 30 0 – 90 How far sideways the car may get before the limiter starts pulling it back. Higher = long, showy slides. Lower = the car is held nearly straight. Typical 25–40 for a drift car. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Drift correction strength driftAngleCorrectionFactor — 2 0 – 10 How hard the limiter pulls the car back once it is past that angle. Higher = the slide is stopped sharply. Lower = it eases off gently. Typical 2–4. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Steering helper strength steerHelperStrength — .025 0 – 1 How strongly the steering helper pushes the car toward where it is pointed. Higher = the car feels glued to the road and forgiving. Lower = more natural, and it slides more. Typical 0.02–0.1 — small numbers go a long way here. The active behavior preset limits this to its own range.
Strength when slow minSpeedHelperStrength — .2 0 – 1 How much of the helper is used when the car is barely moving. Lower = the car is nimble and easy to turn around at low speed. Typical 0.1–0.3.
Strength when fast maxSpeedHelperStrength — 1 0 – 1 How much of the helper is used at speed. 1 = all of it, which keeps the car steady on a highway. Lower = it stays lively but is easier to spin. Typical 0.8–1.
Full strength speed fullHelperSpeed km/h 80 0 – 200 The speed at which the helper reaches its full strength; below it the strength fades toward the slow value. Lower = the car settles down sooner. Typical 60–100.
Minimum steer angle minSteerAngleForAssist ° 1 0.1 – 5 The steering assist does nothing until the wheels are turned at least this far, so it never tugs at the car while driving straight. Typical 0.5–2.
Assist starts at steerAssistMinSpeed km/h 10 5 – 30 Below this speed the steering assist does nothing. Typical 5–15.
Assist full at steerAssistMaxSpeed km/h 60 30 – 120 The speed at which the steering assist reaches full strength; between the two speeds it fades in. Typical 50–80.
High-speed threshold highSpeedThreshold km/h 60 40 – 100 Above this speed, if a wheel leaves the road the helpers are eased off so they cannot flip the car over a crest or a bump. Typical 50–80.
High-speed fade range highSpeedSafetyRange km/h 80 50 – 150 How many km/h above that threshold it takes to fade the helpers down to their weakest. Higher = a gradual, unnoticeable fade. Typical 60–100.
Steering helper smoothing steerHelperForceSmoothing — 15 1 – 20 How quickly the helper forces are allowed to change. Higher = sharp, immediate response. Lower = softer, and the car takes a moment to settle. Typical 10–20.
Traction helper strength tractionHelperStrength — .05 0 – 1 How much front grip is eased off while the car slides. Higher = the front lets go sooner, so the car straightens instead of spinning. Lower = the front keeps gripping. Typical 0.03–0.15. The active behavior preset limits this to its own range.
Angular drag helper strength angularDragHelperStrength — .075 0 – 1 How much harder the car is to rotate at speed. Higher = very stable but slow to start turning. Lower = sharp and nervous. Typical 0.05–0.15. The active behavior preset limits this to its own range.
Drift force smoothing driftForceSmoothing — 8 1 – 20 How quickly the drift forces below are allowed to rise and fall. Higher = the car snaps into and out of a slide. Lower = slides build and release smoothly. Typical 6–12. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Yaw torque multiplier driftYawTorqueMultiplier — — — How hard the car is helped to swing round once a slide starts. Higher = the rear comes round fast and slides are easy to start. Typical 0.5–1. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Forward push driftForwardForceMultiplier — — — A push along the car while it slides, so it does not lose all its speed. Higher = long slides that keep their speed. Typical 1000–2000. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Sideways push driftSidewaysForceMultiplier — — — A push sideways while the car slides. Higher = wide, dramatic slides. Lower = tighter ones that stay on the line. Typical 1000–2000. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Drift starts at driftMinSpeed km/h — — Below this speed none of the drift help is applied, so the car does not slide around at low speed. Typical 15–30. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Drift full force at driftFullForceSpeed km/h — — The speed at which the drift forces reach full strength; between the two speeds they fade in. Typical 60–100. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Throttle yaw factor driftThrottleYawFactor — — — How much the throttle alone swings the back of the car round. Higher = the player can hold and steer a slide on the throttle without touching the wheel. Typical 0.4–0.7. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Rear sideways grip driftRearSidewaysStiffnessMin — — — How much sideways grip the rear tires keep at full slide. Lower = the rear lets go easily and the car sits sideways. 1 = no loss of grip at all. Typical 0.4–0.7. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Rear forward grip driftRearForwardStiffnessMin — — — How much forward grip the rear tires keep at full slide. Lower = the car loses more speed in a slide. Typical 0.8–1. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Front sideways grip driftFrontSidewaysStiffnessMin — — — How much sideways grip the front tires keep at full slide. Higher = the front keeps gripping so the player can still steer the slide. Typical 0.6–0.9. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Grip loss speed driftFrictionResponseSpeed — — — How quickly grip drops away as the slide starts. Higher = the car breaks loose suddenly. Lower = it slides gradually. Typical 8–15. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Grip recovery speed driftFrictionRecoverySpeed — — — How quickly grip comes back as the slide ends. Higher = the car snaps straight and grips again at once. Lower = it stays loose for a moment. Typical 8–15. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Max angular velocity driftMaxAngularVelocity °/s — — The fastest the car may rotate while drifting, so a slide cannot turn into an endless spin. 0 = no limit. Typical 50–90. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Counter-steer recovery driftCounterSteerRecoveryBoost — — — How much extra help the player gets when steering into the slide (counter-steering) to catch it. Higher = slides are easy to save. Lower = catching one takes real timing. Typical 1.5–3. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Momentum force driftMomentumMaintenanceForce — — — A steady push forwards through the whole slide so the car does not come to a stop sideways. Higher = slides keep rolling. Typical 500–1200. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.

RCCP_Input

Takes the player's steering and pedals, shapes them, and hands them to the rest of the vehicle.

Inspector sections, in order: Where the inputs come from, Steering feel, Driver aids, When the player cannot drive, Deadzones.

Setting Code name Unit Default Range What it does
Inputs come from a script overridePlayerInputs — false — On = this vehicle ignores the keyboard, gamepad and touch controls, and is driven by whatever a script feeds it. Raised automatically by AI and replay; leave it off for a player car.
Skip all input shaping overrideExternalInputs — false — On = every setting below is skipped and the inputs reach the car exactly as given — no steering curve, no steering limiter, no counter steering, no auto reverse, no pedal swap and no throttle cut on shifts. For a script that wants raw control; leave it off for a player car.
Steering curve by speed steeringCurve — — — How much of the full steering angle is available at each speed. A curve that drops quickly makes the car calm on a highway; a flat curve keeps it nervous at speed. X = speed in km/h, Y = share of the full angle (0–1). The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Steering limiter steeringLimiter — true — On = the steering is reduced while the car is already sliding sideways, so the player cannot make a slide worse by holding the wheel fully turned. Only acts above about 15 km/h. Off = full steering is always available. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Counter steering counterSteering — true — On = the car steers a little into its own slide by itself (counter-steering), the way a real driver would. Makes slides much easier to hold on a gamepad. Off = every correction is the player's. The active behavior preset overwrites this when it is applied, so set it on the preset rather than here.
Counter steer strength counterSteerFactor — .5 0 – 1 How much of the correction the car makes for the player. Higher = slides almost catch themselves. Lower = the player does most of the work. Typical 0.2–0.5. The active behavior preset limits this to its own range.
Auto reverse when braking at rest autoReverse — true — On = holding the brake once the car has stopped selects reverse by itself, so one pedal does both. Off = the player has to select reverse. Automatic gearbox only.
Swap pedals in reverse inverseThrottleBrakeOnReverse — true — On = in reverse the throttle and brake swap over, so the pedal that moved the car forwards now moves it backwards. Feels natural on a gamepad. Off = the pedals keep their normal jobs. Automatic gearbox only.
Cut throttle while shifting cutThrottleWhenShifting — true — On = the throttle drops to zero during a gear change, so the car does not jerk. Off = the throttle is left alone and the shift is rougher. The gearbox's own auto-throttle settings can take over this moment.
Hill start assist hillStartAssist — false — On = the brakes are held for you when the car stops on a slope, and released as soon as you touch the throttle, so the car never rolls back. Off = it can roll back. Forward gears only.
Minimum slope hillStartMinSlope ° 2 .5 – 20 How steep the ground has to be before the hold switches on. Lower = it holds even on a gentle slope. Typical 2–5.
Standstill speed hillStartSpeedThreshold km/h 1 min 0 The car counts as stopped below this speed. Higher = the hold switches on while the car is still creeping. Typical 0.5–2.
Release throttle hillStartReleaseThrottle — .25 .05 – 1 How far the throttle has to be pressed for the hold to let go. Higher = the car sets off strongly with no roll-back. Lower = it releases the moment you touch the pedal. Typical 0.15–0.35.
Cruise control cruiseControl — false — On = the car adds throttle by itself to hold the speed below, and cancels the moment the player brakes. Off = no cruise control. Forward gears only.
Cruise speed cruiseTargetSpeed km/h 80 min 10 The speed cruise control holds. Can be changed from a script while driving.
Cruise throttle gain cruiseThrottleGain — .25 .01 – 1 How hard cruise control presses the throttle for each km/h the car is under its target. Higher = the speed is recovered quickly on a hill, but can overshoot. Typical 0.15–0.4.
Apply brake applyBrakeOnDisable — false — On = the brake is pressed fully whenever the player cannot drive this car, so it stops where it is. Off = it coasts to a stop.
Apply handbrake applyHandBrakeOnDisable — true — On = the handbrake is pulled whenever the player cannot drive this car, so it stays put even on a slope. Off = it is free to roll.
Steering deadzone steeringDeadzone — 0.05 0 – 0.2 How far a stick has to move off center before the car steers at all. Higher = a worn stick stops pulling the car to one side, but small corrections get lost. Typical 0.03–0.1.
Throttle deadzone throttleDeadzone — 0.05 0 – 0.2 How far the throttle has to move before the car responds. Higher = a resting trigger cannot creep the car forwards. Typical 0.03–0.1.
Brake deadzone brakeDeadzone — 0.05 0 – 0.2 How far the brake has to move before it starts braking. Higher = a resting trigger cannot drag the brakes. Typical 0.03–0.1.
Handbrake deadzone handbrakeDeadzone — 0.05 0 – 0.2 How far the handbrake control has to move before it pulls. Typical 0.03–0.1.
Clutch deadzone clutchDeadzone — 0.05 0 – 0.2 How far the clutch control has to move before the clutch starts to press. Typical 0.03–0.1.
NOS deadzone nosDeadzone — 0.05 0 – 0.2 How far the nitrous control has to move before it fires. Typical 0.03–0.1.
Raw inputs inputs — — — The player's inputs exactly as they arrive, before the deadzones and the steering settings are applied. This is what a script writes when it takes over the car. Read-only at runtime.
Throttle now throttleInput — 0 0 – 1 How far the throttle is pressed right now, after the deadzone, 0 to 1. Read-only at runtime.
Steering now steerInput — 0 -1 – 1 Where the steering is right now, after the deadzone. -1 = full left, 1 = full right. Read-only at runtime.
Brake now brakeInput — 0 0 – 1 How far the brake is pressed right now, after the deadzone, 0 to 1. Read-only at runtime.
Handbrake now handbrakeInput — 0 0 – 1 How far the handbrake is pulled right now, after the deadzone, 0 to 1. Read-only at runtime.
Clutch now clutchInput — 0 0 – 1 How far the clutch is pressed right now, after the deadzone. 0 = fully released, 1 = fully pressed. Read-only at runtime.
NOS now nosInput — 0 0 – 1 How hard nitrous is being used right now, after the deadzone, 0 to 1. Read-only at runtime.

RCCP_CarController

The vehicle itself. Add the parts it needs with the buttons above, then choose who drives it and which behavior preset shapes it.

Inspector sections, in order: Who drives this car, Behavior preset, Collision events, Wheel physics quality, Engine speed, Gearbox & final drive, Road & wheel speed, Torque through the drivetrain, Axles, Driving state, Inputs reaching the vehicle, Inputs from the player, Lights.

Setting Code name Unit Default Range What it does
Ignore behavior presets ineffectiveBehavior — false — On = no behavior preset is applied to this car, so every value on it stays exactly as you set it. Use it for an AI or traffic car you have tuned by hand. Off = the selected preset is applied.
Player can drive this car canControl — true — On = the car answers the keyboard, gamepad and touch controls. Off = every input is zeroed and the car brakes itself to a stop. Use it to hand control over during a cut-scene or a menu.
Driven by a script or AI externalControl — false — On = the car is being driven by something other than the player — an AI, a scripted path or a replay — and stops reading the player's controls and keys. AI cars set this themselves; leave it off for a player car.
Use a vehicle-specific preset useCustomBehavior — false — On = this car uses the preset chosen below instead of the one selected in RCCP Settings, so one car can drift while the rest race. Off = it follows the global preset.
Preset customBehaviorIndex — -1 -1 – 20 Which behavior preset shapes this car. Only used while "Use a vehicle-specific preset" is on. The presets themselves live in RCCP Settings.
Minimum impact force impactMinImpulse — 1 min 0 How hard a collision has to be before the vehicle raises an impact event for your game code to react to. Higher = only real crashes count. Lower = scrapes and small bumps count too. Typical 1–5.
Impact cooldown impactCooldown s 0.5 min 0 The shortest gap between two impact events on this car, so scraping along a wall does not fire hundreds of them. Higher = one event per crash. Typical 0.3–1.
Use a custom substep profile overrideWheelSubstepProfile — false — On = this car uses the substep profile below instead of the one on its behavior preset. Lets you set physics quality per car without using presets at all. Off = the preset decides.
Substep profile wheelSubstepProfile — RCCP_WheelSubstepProfile.Realistic — How finely the wheel physics are calculated. Higher settings cost more performance but stop stiff or fast cars jittering or bouncing off the road. Realistic is the safe default; HighSpeed suits very fast or very stiff cars. Only used while the option above is on.
Engine RPM engineRPM rpm 0 — Engine speed right now, copied from the Engine component. Read-only at runtime.
Idle RPM minEngineRPM rpm 800 — The idle RPM this car is set up with, copied from the Engine component. Change it there. Read-only at runtime.
Max RPM maxEngineRPM rpm 8000 — The Max RPM this car is set up with, copied from the Engine component. Change it there. Read-only at runtime.
Current gear currentGear — 0 — Which forward gear is engaged right now, counting from 0 for first. Read-only at runtime.
Current gear ratio currentGearRatio — 1 — The ratio of the gear that is engaged right now. Read-only at runtime.
Top gear ratio lastGearRatio — 1 — The ratio of the highest forward gear, which is what the top speed below is worked out from. Read-only at runtime.
Differential ratio differentialRatio — 1 — The final drive ratio, averaged over every differential on the car. Read-only at runtime.
Speed speed km/h 0 — How fast the car is actually moving. Negative while reversing. Read-only at runtime.
Speed from wheel RPM wheelRPM2Speed km/h 0 — How fast the driven wheels are turning, shown as road speed. Higher than Speed means the wheels are spinning; lower means they are locked. Read-only at runtime.
Engine RPM from the wheels tractionWheelRPM2EngineRPM rpm 0 — What the engine speed would be if the wheels were driving it through the current gear. Read-only at runtime.
Speed this gear is asking for targetWheelSpeedForCurrentGear km/h 0 — The road speed the current gear and engine RPM would give with no wheelspin. Read-only at runtime.
Top speed in top gear maximumSpeed km/h 0 — How fast this car could go in its highest gear at Max RPM, worked out from the gearing and wheel size. Set the target top speed on the Engine component. Read-only at runtime.
Engine torque producedEngineTorque Nm 0 — Pull the engine is producing right now. Read-only at runtime.
Gearbox torque producedGearboxTorque Nm 0 — Pull leaving the gearbox, after the current gear has multiplied it. Read-only at runtime.
Differential torque producedDifferentialTorque Nm 0 — Pull leaving the differentials on its way to the wheels, averaged over every differential. Read-only at runtime.
Powered axles _poweredAxles — — — Which axles are receiving power right now. Set by each differential's drive type. Read-only at runtime.
Braked axles _brakedAxles — — — Which axles the brake pedal acts on. Read-only at runtime.
Steered axles _steeredAxles — — — Which axles turn with the steering. Read-only at runtime.
Handbrake axles _handbrakedAxles — — — Which axles the handbrake locks. Read-only at runtime.
Direction direction — 1 — Which way the gearbox is set to drive: 1 = forwards, -1 = reverse. Read-only at runtime.
Shifting shiftingNow — false — On during a gear change, while the throttle may be cut. Read-only at runtime.
Reversing reversingNow — false — On while a reverse gear is engaged. Read-only at runtime.
Steering angle steerAngle ° 0 — How far the front wheels are turned right now. Positive = to the right. Read-only at runtime.
Engine starting engineStarting — false — On for a moment while the engine is starting up. Read-only at runtime.
Engine running engineRunning — false — On while the engine is running and able to make power. Read-only at runtime.
In neutral NGearNow — false — On while the gearbox is in neutral, so no power reaches the wheels. Read-only at runtime.
Throttle at the wheels throttleInput_V — 0 — How much throttle actually reached the driven axles, averaged over them. Read-only at runtime.
Brake at the wheels brakeInput_V — 0 — How much braking actually reached the braked axles, after the per-axle brake share and any park brake. Read-only at runtime.
Steering at the wheels steerInput_V — 0 — How far the steered wheels have actually turned, as a share of their maximum. It shrinks with speed because of the steering curve, so for game logic read the player steering below instead. Read-only at runtime.
Handbrake at the wheels handbrakeInput_V — 0 — How much handbrake actually reached the handbraked axles, after the per-axle strength and any park brake. Read-only at runtime.
Clutch at the gearbox clutchInput_V — 0 — Where the clutch actually is. 0 = fully released, 1 = fully pressed. Read-only at runtime.
NOS in use nosInput_V — 0 — How hard the nitrous addon is firing right now. Read-only at runtime.
Fuel reaching the engine fuelInput_V — 0 — How much fuel the engine is getting, including the extra it adds by itself to keep idling. Read-only at runtime.
Gear engagement gearInput_V — 1 — How far the gear is engaged: 0 in the middle of a shift, 1 once the gear is fully in. Read-only at runtime.
Throttle from the player throttleInput_P — 0 — How far the player is pressing the throttle, after deadzones and driver aids, before the vehicle does anything with it. Read-only at runtime.
Brake from the player brakeInput_P — 0 — How far the player is pressing the brake, after deadzones and driver aids. Read-only at runtime.
Steering from the player steerInput_P — 0 — Where the player has the steering, after the deadzone. -1 = full left, 1 = full right. This is the one to read for game logic — it does not shrink with speed. Read-only at runtime.
Handbrake from the player handbrakeInput_P — 0 — How far the player is pulling the handbrake, after the deadzone. Read-only at runtime.
Clutch from the player clutchInput_P — 0 — How far the player is pressing the clutch, after the deadzone. Read-only at runtime.
Nitrous from the player nosInput_P — 0 — How hard the player is asking for nitrous, after the deadzone. Read-only at runtime.
Low beam on lowBeamLights — false — On while the low beam headlights are lit. Read-only at runtime.
High beam on highBeamLights — false — On while the high beam headlights are lit. Read-only at runtime.
Left indicator on indicatorsLeftLights — false — On while the left indicator is flashing. Read-only at runtime.
Right indicator on indicatorsRightLights — false — On while the right indicator is flashing. Read-only at runtime.
Hazards on indicatorsAllLights — false — On while the hazard lights are flashing. Read-only at runtime.

Looks and sound

RCCP_Audio

Everything the car is heard doing: the engine layers, and one block per sound effect from the starter motor to a flat tire.

Inspector sections, in order: Output, How the engine layers blend, Smoothing & variation, Crash loudness, Engine sounds, Other sounds.

Setting Code name Unit Default Range What it does
Mixer group audioMixer — — — Sends every sound this car makes through one Audio Mixer group, so a single volume slider controls the whole vehicle. Leave it empty to play straight to the master output.
Engine blend engineBlendMode — EngineBlendMode.Legacy — How the engine layers are mixed together. Legacy = each layer fades in and out on its own curve, the way vehicles from older RCCP versions sound. Equal power = the two nearest layers crossfade at a constant loudness, each pitched from the RPM it was recorded at, so they stop sounding out of tune. Needs a rising Reference RPM and an On clip in every layer, or it falls back to Legacy.
Load source engineLoadSource — EngineLoadSource.Throttle — What decides whether you hear the on-throttle clip or the coasting clip. Throttle = the pedal, which is how older RCCP versions worked. Torque = what the engine is actually producing, so working hard uphill sounds loaded, coasting sounds empty, and a cold, damaged or boosted engine can be heard.
Torque blend engineLoadBlend — 1 0 – 1 Only used with the Torque load source: how much of it replaces the pedal. 1 = pure torque. 0 = the pedal again. Typical 1.
Effect fade speed effectVolumeSmoothing — 0 0 – 80 How quickly the looping effects — turbo, reverse beep, brake squeal, flat tire, nitrous and wind — change volume. Higher = snappier. 0 = they jump to the new volume instantly, which is how older RCCP versions worked and can click. Typical 25.
Pitch variation pitchRandomness — 0 0 – 0.3 Randomizes the pitch of crash and gear-change sounds so the same clip never sounds identical twice. Higher = more variation. 0 = none, which is how older RCCP versions worked. Typical 0.08.
Crash volume by mass normalizeCrashByMass — false — On = crash loudness is judged by how hard the impact felt for this car’s weight, so a kart and a truck both sound right. Off = loudness follows raw impact force, so a heavy vehicle reaches full volume on a light knock and every harder hit then sounds the same.
Full-volume crash crashMaxVolumeReference — 20000 min 0.01 The impact that plays crash sounds at full volume; anything harder sounds the same. Its unit follows the switch above — impact force in N·s while that is off (typical 20000), impact speed in m/s while it is on (typical 14.3). Flipping the switch does not rescale this number, so change both together.
Engine layers engineSounds — — — The engine recordings, one layer per part of the RPM range — usually Low, Med, High and Idle. Each layer has its own RPM window, volume and recorded reference. Layer order is fixed: layers can be added and removed, never reordered.
Starter engineStart — — — The starter-motor sound, played once each time the engine is started.
Gear change gearboxSound — — — The mechanical clunk played on every gear change.
Crash crashSound — — — The impact sounds played when the car hits something.
Reverse whine reverseSound — — — The reversing whine, pitched by how fast the car is going backwards.
Wind windSound — — — The wind noise that rises with road speed.
Brake squeal brakeSound — — — The squeal played while the brakes are held hard.
Nitrous nosSound — — — The hiss played while nitrous is firing.
Turbo turboSound — — — The turbo whine, faded and pitched by boost pressure.
Backfire pop exhaustFlameSound — — — The exhaust pop played with a backfire flame.
Blow-off valve blowSound — — — The chirp played when the throttle closes with the turbo on boost.
RPM limiter limiterSound — — — The stutter played while the engine is hitting its RPM limiter.
Tire blowout wheelDeflateSound — — — The burst played when a tire goes flat.
Tire repair wheelInflateSound — — — The sound played when a flat tire is pumped back up.
Flat tire roll wheelFlatSound — — — The flapping loop played while the car drives on a flat tire.

Further settings on this component, read from source. These do not yet carry reviewed Inspector copy, so the description is the component's own tooltip.

Setting Code name Unit Default Range What it does
CurrentEngineLoad CurrentEngineLoad — > ResolveEngineLoad() — —
ProportionalBlendActive ProportionalBlendActive — > useProportionalBlend — —

RCCP_Audio+EngineSound

Setting Code name Unit Default Range What it does
On audioClipOn — — — The recording this layer plays while the engine is under power. Point the Off slot at the same clip when you only have one recording — the two voices are then merged into one.
Off audioClipOff — — — The recording this layer plays while the car is coasting with the throttle closed. Leaving it the same asset as the On clip is normal and is how every shipped idle layer is set up.
localPosition localPosition m — — Where this layer is heard from, measured from the center of the car. Positive Z is toward the nose, so engine layers usually sit about 1.5 m forward.
minPitch minPitch — .1 min 0 Playback speed at the bottom of this layer’s RPM window. Only the Legacy blend uses it — with Equal power the pitch comes from the recorded reference instead and this is ignored. Typical 0.1–1.
maxPitch maxPitch — 1 min 0 Playback speed at the top of this layer’s RPM window. Only the Legacy blend uses it — with Equal power the pitch comes from the recorded reference instead and this is ignored. Typical 1–1.5.
minRPM minRPM rpm 600 min 0 Engine speed at which this layer starts to be heard. Under Equal power it also sets how far down the clip may be pitched.
maxRPM maxRPM rpm 8000 min 0 Engine speed at which this layer has faded out again. The layer with the highest value here is the top layer and keeps playing above its own window instead of going silent.
minDistance minDistance m 10 min 0 How close the listener has to be for this layer to play at full volume. Inside this distance it never gets louder. Typical 5–10.
maxDistance maxDistance m 200 min 0 How far away this layer can still be heard. Beyond it there is silence. Typical 100–250.
Vol maxVolume — 1 0 – 1 How loud this layer is when it is fully faded in. Lower it on a layer that dominates the mix. Typical 0.5–1.
Ref referenceRPM rpm 0 min 0 The engine speed the On clip was actually recorded at. Set it and every audible layer plays the same engine note instead of drifting out of tune with its neighbors. 0 = fall back to the Legacy pitch ramp. Measure will work it out from the clip.
Off Ref RPM referenceRPMOff rpm 0 min 0 The engine speed the Off clip was recorded at, when it differs from the On clip. 0 = use the same reference for both. Set it whenever Measure reports the two clips at different RPMs: one reference cannot tune two recordings, so the coasting voice plays permanently out of tune with the powered one.

RCCP_Audio+EngineStart

Setting Code name Unit Default Range What it does
audioClips audioClips — — — The starter-motor clip, played once each time the engine is started.
localPosition localPosition m — — Where the starter is heard from, measured from the center of the car. Positive Z is toward the nose, so it usually sits about 1.5 m forward with the engine.
minDistance minDistance m 5 min 0 How close the listener has to be for it to play at full volume; inside this distance it never gets louder. Typical 3–10.
maxDistance maxDistance m 65 min 0 How far away it can still be heard. Beyond this there is silence. Typical 40–100.
maxVolume maxVolume — 1 0 – 1 How loud the starter is. Typical 0.6–1.
pitch pitch — 1 0.1 – 2 Playback speed of the starter sound. 1 = the clip as recorded. Lower = a slower, deeper, more tired start; higher = a quick, eager one. Typical 0.7–1.2.

RCCP_Audio+GearboxSound

Setting Code name Unit Default Range What it does
audioClips audioClips — — — The gear-change clips. Add several and one is picked at random on each shift so the car never clunks identically twice.
localPosition localPosition m — — Where the gear change is heard from, measured from the center of the car. It usually sits just below and behind the driver.
minDistance minDistance m 3 min 0 How close the listener has to be for it to play at full volume; inside this distance it never gets louder. Typical 2–5.
maxDistance maxDistance m 15 min 0 How far away it can still be heard. Beyond this there is silence. Typical 10–20.
maxVolume maxVolume — 1 0 – 1 How loud the gear change is. Typical 0.4–1.

RCCP_Audio+CrashSound

Setting Code name Unit Default Range What it does
audioClips audioClips — — — The impact clips. Add several and one is picked at random for each hit so repeated crashes never sound identical.
localPosition localPosition m — — Where the sound is heard from, measured from the center of the car. Leave it at zero to play from the middle of the car.
minDistance minDistance m 10 min 0 How close the listener has to be for it to play at full volume; inside this distance it never gets louder. Typical 5–15.
maxDistance maxDistance m 100 min 0 How far away it can still be heard. Beyond this there is silence. Typical 60–150.
maxVolume maxVolume — 1 0 – 1 How loud the hardest crash is. Softer hits scale down from here. Typical 0.8–1.

RCCP_Audio+ReverseSound

Setting Code name Unit Default Range What it does
audioClips audioClips — — — The reversing whine, looped while the car is in reverse.
localPosition localPosition m — — Where the sound is heard from, measured from the center of the car. Leave it at zero to play from the middle of the car.
minDistance minDistance m 5 min 0 How close the listener has to be for it to play at full volume; inside this distance it never gets louder. Typical 3–10.
maxDistance maxDistance m 60 min 0 How far away it can still be heard. Beyond this there is silence. Typical 40–80.
maxVolume maxVolume — .8 0 – 1 How loud the reversing whine is at full reverse speed. Typical 0.5–0.8.
minPitch minPitch — .8 min 0 Playback speed of the whine when the car has only just started rolling backwards. Lower = a deeper start. Typical 0.7–0.9.
maxPitch maxPitch — 1 min 0 Playback speed of the whine at full reverse speed. Higher = it climbs further as the car speeds up. Typical 1–1.3.

RCCP_Audio+WindSound

Setting Code name Unit Default Range What it does
audioClips audioClips — — — The wind-noise loop. It fades up with road speed.
localPosition localPosition m — — Where the sound is heard from, measured from the center of the car. Leave it at zero to play from the middle of the car.
minDistance minDistance m 5 min 0 How close the listener has to be for it to play at full volume; inside this distance it never gets louder. Typical 3–10.
maxDistance maxDistance m 50 min 0 How far away it can still be heard. Beyond this there is silence. Typical 30–60.
maxVolume maxVolume — .1 0 – 1 How loud the wind gets at top speed. Keep it low or it buries the engine. Typical 0.05–0.2.

RCCP_Audio+BrakeSound

Setting Code name Unit Default Range What it does
audioClips audioClips — — — The brake-squeal loop, played while the brakes are held hard.
localPosition localPosition m — — Where the sound is heard from, measured from the center of the car. Leave it at zero to play from the middle of the car.
minDistance minDistance m 10 min 0 How close the listener has to be for it to play at full volume; inside this distance it never gets louder. Typical 5–15.
maxDistance maxDistance m 100 min 0 How far away it can still be heard. Beyond this there is silence. Typical 50–120.
maxVolume maxVolume — .25 0 – 1 How loud the squeal gets under full braking. Typical 0.15–0.4.

RCCP_Audio+NosSound

Setting Code name Unit Default Range What it does
audioClips audioClips — — — The nitrous hiss, looped while nitrous is firing.
localPosition localPosition m — — Where the nitrous is heard from, measured from the center of the car. Negative Z is toward the tail, so it usually sits about 1.5 m back.
minDistance minDistance m 5 min 0 How close the listener has to be for it to play at full volume; inside this distance it never gets louder. Typical 3–10.
maxDistance maxDistance m 70 min 0 How far away it can still be heard. Beyond this there is silence. Typical 50–100.
maxVolume maxVolume — 1 0 – 1 How loud the nitrous hiss is. Typical 0.7–1.

RCCP_Audio+TurboSound

Setting Code name Unit Default Range What it does
audioClips audioClips — — — The turbo-whine loop. It fades up with boost pressure.
localPosition localPosition m — — Where the turbo is heard from, measured from the center of the car. Positive Z is toward the nose, so it usually sits about 1.5 m forward with the engine.
minDistance minDistance m 5 min 0 How close the listener has to be for it to play at full volume; inside this distance it never gets louder. Typical 3–10.
maxDistance maxDistance m 50 min 0 How far away it can still be heard. Beyond this there is silence. Typical 30–60.
maxVolume maxVolume — .2 0 – 1 How loud the turbo gets at full boost. Keep it under the engine. Typical 0.1–0.3.
minPitch minPitch — 1 0.1 – 2 Playback speed of the whine with no boost. Both pitch fields at 1 means the whine never changes pitch, which is how older RCCP versions worked. Typical 0.9.
maxPitch maxPitch — 1 0.1 – 2 Playback speed of the whine at full boost. Higher = the turbo audibly winds up as boost builds. Typical 1.35.

RCCP_Audio+ExhaustFlameSound

Setting Code name Unit Default Range What it does
audioClips audioClips — — — The backfire-pop clips. Add several and one is picked at random for each pop.
localPosition localPosition m — — Where the pop is heard from, measured from the center of the car. Negative Z is toward the tail, so it usually sits behind and below.
minDistance minDistance m 5 min 0 How close the listener has to be for it to play at full volume; inside this distance it never gets louder. Typical 3–10.
maxDistance maxDistance m 80 min 0 How far away it can still be heard. Beyond this there is silence. Typical 50–120.
maxVolume maxVolume — 1 0 – 1 How loud a backfire pop is. Typical 0.7–1.

RCCP_Audio+BlowSound

Setting Code name Unit Default Range What it does
audioClips audioClips — — — The blow-off valve clips, played when the throttle closes with the turbo on boost. Add several and one is picked at random.
localPosition localPosition m — — Where the blow-off is heard from, measured from the center of the car. It usually sits behind and below.
minDistance minDistance m 3 min 0 How close the listener has to be for it to play at full volume; inside this distance it never gets louder. Typical 2–5.
maxDistance maxDistance m 20 min 0 How far away it can still be heard. Beyond this there is silence. Typical 15–40.
maxVolume maxVolume — .2 0 – 1 How loud the blow-off chirp is. Typical 0.15–0.4.

RCCP_Audio+LimiterSound

Setting Code name Unit Default Range What it does
audioClips audioClips — — — The RPM-limiter clips, played while the engine is hitting its limiter. Add several and one is picked at random.
localPosition localPosition m — — Where the limiter stutter is heard from, measured from the center of the car. It usually sits forward with the engine.
minDistance minDistance m 5 min 0 How close the listener has to be for it to play at full volume; inside this distance it never gets louder. Typical 3–10.
maxDistance maxDistance m 60 min 0 How far away it can still be heard. Beyond this there is silence. Typical 40–80.
maxVolume maxVolume — .8 0 – 1 How loud the limiter stutter is. Typical 0.6–1.

RCCP_Audio+DeflateSound

Setting Code name Unit Default Range What it does
audioClips audioClips — — — The clip played once when a tire bursts.
localPosition localPosition m — — Where the sound is heard from, measured from the center of the car. Leave it at zero to play from the middle of the car.
minDistance minDistance m 5 min 0 How close the listener has to be for it to play at full volume; inside this distance it never gets louder. Typical 3–10.
maxDistance maxDistance m 25 min 0 How far away it can still be heard. Beyond this there is silence. Typical 20–40.
maxVolume maxVolume — 1 0 – 1 How loud the blowout is. Typical 0.8–1.

RCCP_Audio+InflateSound

Setting Code name Unit Default Range What it does
audioClips audioClips — — — The clip played once when a flat tire is pumped back up.
localPosition localPosition m — — Where the sound is heard from, measured from the center of the car. Leave it at zero to play from the middle of the car.
minDistance minDistance m 5 min 0 How close the listener has to be for it to play at full volume; inside this distance it never gets louder. Typical 3–10.
maxDistance maxDistance m 25 min 0 How far away it can still be heard. Beyond this there is silence. Typical 20–40.
maxVolume maxVolume — 1 0 – 1 How loud the repair is. Typical 0.8–1.
lastInflate lastInflate — true — Internal bookkeeping for the tire-repair sound. Nothing in RCCP reads or writes it today, so changing it has no effect. Read-only at runtime.

RCCP_Audio+FlatSound

Setting Code name Unit Default Range What it does
audioClips audioClips — — — The flapping loop played while the car drives on a flat tire.
localPosition localPosition m — — Where the sound is heard from, measured from the center of the car. Leave it at zero to play from the middle of the car.
minDistance minDistance m 5 min 0 How close the listener has to be for it to play at full volume; inside this distance it never gets louder. Typical 3–10.
maxDistance maxDistance m 50 min 0 How far away it can still be heard. Beyond this there is silence. Typical 30–60.
maxVolume maxVolume — 1 0 – 1 How loud the flat tire is. Typical 0.8–1.

RCCP_Lights

The car’s light manager: which lights are switched on right now, and every lamp fitted to the vehicle.

Inspector sections, in order: Light switches, Attached lights.

Setting Code name Unit Default Range What it does
Low beam on lowBeamHeadlights — false — Switches the low beam headlights on. Game code normally drives this from the player’s light key; tick it here to see the lamps lit while you are setting the car up.
High beam on highBeamHeadlights — false — Switches the high beam headlights on. Game code normally drives this from the player’s light key; tick it here to see the lamps lit while you are setting the car up.
High beams need low beams highBeamWithLowBeamOnly — false — On = the high beam only comes on when the low beam is already on, the way a real light stalk works. Off = the high beam can be used on its own.
Hazards on indicatorsAll — false — Switches the hazard lights on, blinking every indicator together. Game code normally drives this from the player’s hazard key.
lights lights — — — Every lamp fitted to this car. The list rebuilds itself from the child objects, so add or remove lamps with the buttons below rather than editing it by hand.

RCCP_Light

One lamp: the job it does, how bright it gets, the lens it makes glow, and whether a crash can break it.

Inspector sections, in order: What this lamp does, Brightness & fade, Lens glow.

Setting Code name Unit Default Range What it does
Light function lightType — LightType.Headlight_LowBeam — What this lamp is for: low beam, high beam, brake light, tail light, reverse light or an indicator. It decides when the lamp comes on — nothing else about the lamp changes.
Render mode lightRendererMode — LightRenderMode.Auto — Whether this lamp is drawn as a full-quality per-pixel light or the much cheaper per-vertex kind. Auto follows the global RCCP setting, which is what you want unless this one lamp is a performance problem.
Keep my render mode overrideRenderMode — false — On = this lamp keeps the render mode set above instead of following the global RCCP setting.
Brightness intensity — 1 .1 – 10 How bright this lamp is when it is fully on. Higher = a stronger pool of light on the road. Typical 1–3 for headlights, under 1 for tail and indicator lamps.
Fade speed smoothness — .5 .1 – 1 How quickly the lamp fades up and down when it is switched. Higher = a snappy, almost instant switch. Lower = a slow warm-up, like a filament bulb. Typical 0.3–0.7.
Lens renderer emissiveRenderer — — — The mesh whose material lights up with the lamp — normally the lens itself. Without one the lamp casts light but its glass stays dark, which looks broken from outside.
Lens material slot emissiveMaterialIndex — 0 min 0 Which material on that mesh glows, counting from 0. Only matters when the lens mesh has more than one material.
Lens color emissiveColor — Color.white — The color the lens glows when the lamp is on. Push it past white into HDR to make the lens bloom.
Emission keyword shaderKeywordEmissionEnable — "_EMISSION" — The shader keyword that switches emission on for the lens material. Only change it for a custom shader that does not use the standard _EMISSION keyword.
Emission color property shaderKeywordEmissionColor — "_EmissionColor" — The shader property the lens color is written to. Only change it for a custom shader that does not use the standard _EmissionColor property.
Extra glowing meshes additionalEmissiveRenderers — — — More meshes that light up with this lamp — a chrome surround, a reflector, a badge. Each one has its own material slot and color.
Lens flare useLensFlares — true — On = the lamp throws a flare toward the camera, which makes a headlight seen head-on look real. It needs the right flare component for your render pipeline; the inspector says which.
Flare brightness flareBrightness — 1 0 – 10 How strong the flare is before distance and viewing angle dim it. Higher = a bigger, more obvious star. Typical 0.5–2.
Flare half-distance flareHalfDistance m 200 min 1 How far away the flare has faded to half strength. Higher = flares stay visible far down the road. Close-range brightness never changes. 16 m reproduces how older RCCP versions worked, where flares vanished almost immediately. Typical 100–300.
Can be smashed isBreakable — true — On = a hard enough impact smashes this lamp and it stays dark until the car is repaired.
Toughness strength — 100 min 0 How much punishment the lamp takes before it smashes. It counts down as the car is hit, so the number you see while driving is what is left. Higher = the lamp survives harder crashes. Typical 100.
Smashes below breakPoint — 35 min 0 The toughness the lamp smashes at. Higher = it breaks after less damage. Typical 30–50 against a toughness of 100.
Smashed broken — false — On while this lamp is smashed and staying dark. Read-only at runtime.

RCCP_Light+RCCP_EmissiveRenderer

Setting Code name Unit Default Range What it does
emissiveRenderer emissiveRenderer — — — The extra mesh that lights up with this lamp.
emissiveMaterialIndex emissiveMaterialIndex — 0 min 0 Which material on that mesh glows, counting from 0.
emissiveMaterial emissiveMaterial — — — The material picked up from the slot above, filled in for you when the car starts. Leave it empty.
emissiveColor emissiveColor — Color.white — The color this mesh glows when the lamp is on. Push it past white into HDR to make it bloom.
shaderKeywordEmissionEnable shaderKeywordEmissionEnable — "_EMISSION" — The shader keyword that switches emission on for this material. Only change it for a custom shader.
shaderKeywordEmissionColor shaderKeywordEmissionColor — "_EmissionColor" — The shader property this color is written to. Only change it for a custom shader.

RCCP_Particles

Sparks, smoke, fire and debris — the particle effects a crash, a scrape and a hot tire throw off.

Inspector sections, in order: Sparks, Impacts, Scraping along a wall, One-shot bursts.

Setting Code name Unit Default Range What it does
Spark on these layers collisionFilter — -1 — Only hits against objects on these layers throw sparks. Leave it at Everything unless scenery you never want sparking is getting hit.
Impact sparks prefab contactSparklePrefab — — — The spark burst thrown off at the moment the car hits something.
Scrape sparks prefab scratchSparklePrefab — — — The continuous spark trail thrown off while the car grinds along a wall.
Rim sparks prefab wheelSparklePrefab — — — The sparks thrown off a bare rim once a tire has gone flat and is still spinning fast.
Extra sparks on a big hit impactExtraParticlesMax — 60 min 0 How many more sparks the hardest impact throws on top of the normal burst, so a heavy crash looks heavier than a scrape. Higher = a bigger difference. 0 = every hit throws the same burst.
Flash on impact impactLights — true — On = a hard hit throws a brief warm flash of light as well as sparks, which makes a night-time crash look right.
Flash threshold impactLightMinImpulse — 2 min 0 How hard the hit has to be before it flashes. Higher = only real crashes flash. Lower = every small bump does. Typical 1–4.
Scrape build-up delay scrapeRampDelay s 1 min 0 How long the car has to keep grinding along a wall before the sparks start building up. Lower = a short scrape already looks violent. Typical 0.5–2.
Scrape build-up scrapeRampMaxMultiplier — 3 min 1 How much heavier the spark trail gets during a long grind. 1 = no build-up at all. Typical 2–4.
Damage smoke & fire enableDamageSmoke — false — On = the engine bay smokes as the front of the car takes damage — light, then gray, then black — and catches fire when it is wrecked. It needs zone damage tracking on the damage component, and the fire stage additionally needs the mechanical damage add-on.
Smoke position damageSmokeAnchor — — — Where the engine-bay smoke comes from. Leave it empty and RCCP puts it at the front of the car at hood height, which is right for most models.
Smoke prefab damageSmokePrefab — — — The looping smoke effect. Leave it empty and the one from RCCP Settings is used.
Fire prefab damageFirePrefab — — — The looping fire effect. Leave it empty and the one from RCCP Settings is used.
Tire blowout prefab blowoutBurstPrefab — — — The one-shot burst thrown when a tire bursts. Leave it empty and the one from RCCP Settings is used.
Part debris prefab detachDebrisPrefab — — — The one-shot burst thrown when a bumper, hood or door is torn off. Leave it empty and the one from RCCP Settings is used.
Glass shard prefab glassShardPrefab — — — The one-shot burst thrown when a lamp is smashed. Leave it empty and the one from RCCP Settings is used.
Tire smolder tireSmolder — true — On = a tire that has been abused keeps smoking after the slide ends, fading out as it cools. Off = the smoke stops the moment the wheel stops sliding.
Smolder smoke maxSmolderVolume — 0.4 0 – 1 How much smoke a fully heated tire gives off once it has stopped sliding, next to the smoke of a full slide. Higher = a long, obvious plume after a burnout. Typical 0.3–0.5.

RCCP_Exhaust

One exhaust tip: the smoke it trails, the backfire flame it pops, and the sound, light and camera kick that come with the pop.

Inspector sections, in order: Backfire flame, Lens flare, Flame look, Flame light, Backfire sound, Camera shake, Nitrous color change, Exhaust smoke.

Setting Code name Unit Default Range What it does
Pop when throttle released flameOnCutOff — false — On = releasing the throttle at high RPM spits a flame out of this tip. Off = the tip only smokes.
Pop on launch control flameOnLaunchControl — true — On = the tip keeps popping while launch control is holding the engine back on the start line. It only matters when launch control is switched on for the engine.
Pop above backfireMinRPM rpm 5000 — The lowest RPM at which releasing the throttle can pop. Raise it on a high-RPM engine that pops too easily; lower it on an engine that never reaches 5000 and so never pops at all. Typical 4000–6000.
Pop below backfireMaxRPM rpm 5500 — The highest RPM at which releasing the throttle can pop. Widen the gap to the value above and the pops get much more frequent. Typical 500–2000 above the value above.
Pop on engine braking useOverrunGate — false — On = the tip pops whenever the engine is being pushed by the wheels (engine braking), at any RPM, instead of only inside the RPM window above. That works on any car without retuning it, but it needs engine braking switched on for the engine — with engine braking off, nothing ever pops.
Engine braking needed overrunThreshold — 0.5 0 – 1 How hard the engine has to be holding the car back before a pop is allowed. Higher = only big throttle releases pop. Lower = the tip crackles on every small release. Typical 0.3–0.7.
Pop chance backfireChance — 1 0 – 1 How often a throttle release actually pops, decided once per release. 1 = every release pops, which is how older RCCP versions worked and quickly sounds mechanical. Typical 0.4–0.7.
Pop on gear changes popDuringShifting — true — On = the tip is allowed to pop during a gear change, which is where most of the crackle of a race car comes from. Off = pops only happen when the throttle is really released.
Pop pitch variation backfirePitchRandomness — 0.15 0 – 0.3 Randomizes the pitch of each pop so the same clip never sounds identical twice. Higher = more variation. 0 = every pop is the same, which sounds artificial. Typical 0.15.
Flame effect flame — — — The particle system that draws the flame. It is part of the shipped exhaust prefab; only change it for a flame of your own.
Flare brightness flareBrightness — 1 min 0 How strong the glare around the flame is before distance and viewing angle dim it. Higher = a bigger star on camera. Typical 0.5–2.
Flame color flameColor — Color.red — The color of a normal backfire flame. Orange and red read as unburnt fuel; push it into HDR to make it bloom.
Nitrous flame color boostFlameColor — Color.blue — The color the flame turns while nitrous is firing. Blue is the usual choice.
Light up the surroundings usePixelLight — true — On = the flame lights the road and bumper around the tip, which makes a pop at night look real. Off = the flame glows but throws no light, which is cheaper.
Light reach flameLightRange m 3 — How far the flame’s light spreads around the tip. Higher = a wide wash on the road behind the car. Typical 2–5.
Flash brightness flameLightIntensityMultiplier — 8 — How bright the flash at the moment of a pop is. Higher = a hard, blinding crack. Typical 4–12.
Flash length flameLightFlashDuration s 0.2 — How long the flash lasts. Higher = a slow whump instead of a sharp crack. Typical 0.1–0.3.
Flash shape flameLightCurve — — — The shape of the flash over its length — how fast it comes up and how it dies away. The shipped curve snaps up in 0.05 s and fades out; flatten it for a softer glow.
Sustained brightness flameLightBaseIntensity — 0.3 — How brightly the tip glows while a flame is held, such as under nitrous, once the initial flash has passed. Typical 0.2–0.5.
Flicker amount flameLightFlicker — 0.1 — How much the sustained glow wavers. Higher = an obviously alive flame. 0 = a steady lamp. Typical 0.05–0.2.
Flicker speed flameLightFlickerFrequency — 15 — How fast the glow wavers. Higher = a nervous, crackling flame. Lower = a slow breathing glow. Typical 10–20.
Play a pop sound playBackfireSound — true — On = each backfire and nitrous ignition plays a pop from the tip itself, so it comes from the right place in 3D rather than from the middle of the car.
Pop clips backfireClips — — — The pop recordings, picked at random. Leave the list empty and the clips from RCCP Settings are used.
Pop volume backfireSoundVolume — 0.5 0 – 1 How loud a pop is. Typical 0.3–0.7.
Full volume within backfireSoundMinDistance m 1 — How close the listener has to be for the pop to play at full volume. Inside this distance it never gets louder. Typical 1–3.
Heard up to backfireSoundMaxDistance m 15 — How far away the pop can still be heard. Beyond this there is silence. Typical 15–40.
Shake the camera triggerCameraShake — true — On = a pop or a nitrous ignition gives the camera a short kick, which makes the car feel violent without changing anything about how it drives.
Pop shake backfireShakeIntensity — 0.5 — How hard a backfire kicks the camera. Higher = every crackle is felt. Typical 0.3–0.7.
Nitrous shake nosIgnitionShakeIntensity — 0.3 — How hard the camera is kicked when nitrous lights up. Typical 0.2–0.5.
Color change time nosColorTransitionDuration s 0.25 — How long the flame takes to change from its normal color to the nitrous color. Higher = a visible bleed from orange to blue. 0 = an instant switch. Typical 0.2–0.4.
Smoke at idle minEmission — 5 min 0 How much smoke trails from the tip with the throttle closed. Higher = a smoky, badly tuned engine. 0 = a clean tip at idle. Typical 3–10.
Smoke at full throttle maxEmission — 20 min 0 How much smoke trails from the tip at full throttle. Higher = a heavy black plume under acceleration. Typical 15–40.
Puff size at idle minSize — 1 min 0 How large each smoke puff is with the throttle closed. Typical 0.5–1.5.
Puff size at full throttle maxSize — 4 min 0 How large each smoke puff is at full throttle. Higher = a thick cloud that hangs behind the car. Typical 3–6.
Puff speed at idle minSpeed — .1 min 0 How hard the smoke is pushed out with the throttle closed. Low values let it drift and linger. Typical 0.05–0.3.
Puff speed at full throttle maxSpeed — 1 min 0 How hard the smoke is pushed out at full throttle. Higher = it jets backwards instead of billowing. Typical 0.5–2.
Since throttle released flameTime s 0 min 0 How long it is since the throttle was last pressed. Backfires can only pop while this is under half a second, and it resets to zero the moment the throttle goes back on. Read-only at runtime.
Popping now popping — false — On while this tip is firing a backfire. Read-only at runtime.

RCCP_Customizer

The paint, wheels, spoilers, sirens, decals, neons and upgrades fitted to this car, and when the saved set is applied.

Inspector sections, in order: Startup, Saving & loading.

Setting Code name Unit Default Range What it does
Apply when initializeMethod — InitializeMethod.Start — When the fitted parts are applied as the car comes to life. Start is right for almost every game; the delayed option exists for vehicles that are still being assembled on the first frame.
Save slot name saveFileName — "" — The name this car’s saved set is stored under. Give every vehicle in your game a different name, or they overwrite each other’s paint and wheels.
Save changes automatically autoSave — true — On = every change the player makes is written to the save slot at once. Off = your own code decides when to save, which is what you want if a change has to be paid for first.
Load the saved set autoLoadLoadout — true — On = the car comes out of the garage wearing whatever the player last chose. Off = it always appears in its default state.
Set up automatically autoInitialize — true — On = the upgrade managers start themselves. Turn it off for networked vehicles, where the network layer has to decide when each car is ready.
Fitted parts loadout — — — Everything currently fitted: paint color, wheel set, spoiler, siren, decals, neons and the four upgrade levels. Editing it here changes what the car appears with.

RCCP_Lod

Switches heavy parts of the car off as it gets further from the camera. Nothing visual changes — the physics, audio and effects simply get cheaper.

Inspector sections, in order: Override.

Setting Code name Unit Default Range What it does
Always full detail forceToFirstLevel — false — On = this car keeps everything switched on no matter how far away it is. Use it for the player’s car, or while you are testing something that the detail drop would hide.
Always reduced detail forceToLatestLevel — false — On = this car runs permanently stripped down. Use it for distant traffic that never needs to feel right.
LOD distance factor lodFactor — .8 .1 – 1 How far the car keeps its detail before parts start switching off. Higher = detail is held further away and the game costs more. Lower = parts drop out sooner and closer. 0.8 is a good balance; below about 0.5 the drop becomes noticeable.
Current LOD level currentLODLevel — 0 0 – 3 Which detail step this car is on right now: 0 is everything on, 3 is the cheapest. Read-only at runtime.

RCCP_BodyTilt

Leans the body into corners and under braking. Purely visual — it never touches the physics, and colliders stay where they are.

Inspector sections, in order: How far it leans, Smoothing, Parts that lean.

Setting Code name Unit Default Range What it does
Maximum lean maxTiltAngle ° 7 0 – 15 How far the body is allowed to lean in any direction. Higher = a soft, floaty car. Lower = a stiff one. Typical 3–8.
Lean under braking forwardTiltMultiplier — 5 min 0 How much the body dips forward under braking and back under acceleration. Higher = a dramatic nose-dip into every corner. 0 = no dip at all. Typical 3–8.
Lean in corners sidewaysTiltMultiplier — 5 min 0 How much the body leans over in a corner. Higher = a top-heavy, softly sprung look. 0 = no lean at all. Typical 3–8.
Lean speed tiltSmoothSpeed — 5 min 0 How quickly the body settles into its new lean. Higher = it follows the car immediately. Lower = it lags behind, which looks like a heavy vehicle. 0 = it snaps with no smoothing at all. Typical 3–8.
tiltTargets tiltTargets — — — The parts of the car that lean. Tick them in the list below rather than editing this by hand — anything with a collider on it must stay out, or the car’s physics shape would lean too.

Damage

RCCP_Damage

What a crash does to this car — dented bodywork, broken lamps, wheels knocked out of place and parts torn off. Also where that damage is saved and how it is repaired.

Inspector sections, in order: Setup, Body meshes, Wheels, Lamps, Detachable parts.

Setting Code name Unit Default Range What it does
Save slot saveName — "" — The name this car's damage is saved and loaded under, so a damaged car can come back still damaged. Give every vehicle its own name. The Save, Load and Delete buttons at the bottom use it.
Collect parts automatically automaticInstallation — true — On = the car finds its own body meshes, lamps, detachable parts and wheels when it starts, so you do not have to list them by hand. Off = you pick them yourself in the four lists further down.
Damage from layers damageFilter — -1 — Only hits from objects on these layers damage the car. Objects on other layers leave no mark — useful for trigger volumes, invisible walls and scenery that should not dent the car.
Maximum damage maximumDamage m .75 min 0 How far any part of this car can be pushed out of shape — dents, bent wheels and bent panels all stop at this distance. Higher = the body can be crushed badly; lower = only shallow dents. 0 = no limit, but this also turns off the steering pull and the slow flat tires in Mechanical damage, because they are measured against it. Typical 0.5–1.
Include inactive GameObjects processInactiveGameobjects — false — On = child objects that are switched off are collected too, so parts that start hidden — a swappable hood, an optional spoiler — still dent and break once they are shown. Off = only what is visible when the car starts.
Dent the bodywork meshDeformation — true — On = crashes dent the body panels. This is the main switch for both denting methods. Off = nothing on the car changes shape, whatever is set below.
Soft-body denting softBodyDeformation — false — On = panels bend and wobble on impact, settle into a permanent dent and spring back when repaired. Off = panels jump straight to their dented shape. On costs more CPU and memory per car. Ticking it adds a Deformation Solver object under this component; unticking removes it. Deleting that object by hand does nothing while this stays ticked — it is created again.
Dent spread deformationRadius m .75 min 0 How wide an area around the hit point gets dented. Higher = wide, shallow dents across a whole panel; lower = small, deep dents. Typical 0.5–1.
Dent strength deformationMultiplier — 1 min 0 How deep a crash dents the bodywork. Higher = deeper dents from the same hit; lower = shallower. 1 gives the same dent depth with both denting methods. With soft-body denting the effect is not proportional: halving it leaves less than half the depth, and below about 0.05 almost nothing stays dented. Typical 1.
Recalculate normals recalculateNormals — true — On = dented areas are lit correctly, so a dent catches the light and looks like a dent. Off = cheaper, but dents look flat. With soft-body denting this is the most expensive option, so switch it off first if the frame rate drops.
Preserve authored normals preserveAuthoredNormals — true — On = only the parts that actually moved are relit, so windows and other smooth curved surfaces stay smooth after a crash instead of looking faceted. Off = everything is relit, which is how older RCCP versions worked.
Dent sharpening depth normalDeformBlendRange m 0.1 min 0.0001 How deep a dent has to be before it is lit as a dent instead of as the smooth original surface. Lower = even small dents look sharp; higher = damage looks softer. Undamaged glass is not affected. Typical 0.05–0.2.
Weld seam normals weldSeamNormals — true — On = a deep dent is lit as one smooth surface instead of showing hard lines along the seams of the model. Edges that are meant to be sharp stay sharp.
Keep bent panels visible recalculateBounds — true — On = badly bent panels always stay visible. Off = a panel pushed far from where it started can disappear at some camera angles. Costs a little CPU. Leave it on unless you need every last bit of performance.
Bend the wheels wheelDamage — true — On = a hard hit knocks a wheel out of place, so the car sits crooked and drives crooked. Off = wheels never move, however hard you crash.
Wheel damage reach wheelDamageRadius m 2 min 0 How close a hit has to be to a wheel to move it. Higher = a hit anywhere near that corner moves the wheel; lower = only a direct hit does. Typical 1.5–2.5.
Wheel damage strength wheelDamageMultiplier — 1 min 0 How far each hit pushes a wheel out of place. Higher = wheels go crooked (and come off, if allowed) after fewer hits; lower = they take more hits. Typical 1.
Wheels can come off wheelDetachment — true — On = a wheel pushed past Maximum damage comes off completely and the car drops onto that corner. Off = wheels bend but always stay attached.
Spawn protection spawnDetachGrace s 1 min 0 How long after the car spawns its wheels cannot come off, so dropping onto the road at spawn never loses a wheel. Dents still happen. 0 = no protection. Typical 1.
Break the lamps lightDamage — true — On = hits break the lamps near them, and a broken lamp stays dark until the car is repaired. Off = lamps never break, however hard you crash.
Lamp damage reach lightDamageRadius m .75 min 0 How close a hit has to be to a lamp to damage it. Higher = a hit anywhere on that end of the car damages the lamps; lower = only a direct hit does. Typical 0.5–1.
Lamp damage strength lightDamageMultiplier — 1 min 0 How much damage each hit does to a lamp. Higher = lamps break on the first light hit; lower = they survive several hits. Typical 1.
Damage the parts partDamage — true — On = a bumper, hood or door gets weaker with every hit near it, hangs loose and finally falls off. Off = parts never come loose.
Part damage reach partDamageRadius m 1 min 0 How close a hit has to be to a part to damage it. Higher = one hit damages several parts at once; lower = only the part you actually hit. Typical 0.75–1.5.
Part damage strength partDamageMultiplier — 1 min 0 How much damage each hit does to a part. Higher = doors and hoods fall off after a couple of hits; lower = they hold on longer. Typical 1.
Track damage by area trackZoneHealth — true — On = the car keeps a separate condition score (1 = undamaged, 0 = wrecked) for its front, rear, left and right. By itself this only records the numbers, ready for a damage display on the HUD. Mechanical damage needs it for engine damage and fire.
Area damage per hit zoneDamageMultiplier — 3 min 0 How much each hit lowers that area's condition. Higher = a couple of solid hits wreck a corner; at the default it takes roughly 8–12 hits. Typical 3.
Dent direction deformationDirectionMode — DeformationDirectionMode.Legacy — Which way dents are pushed in. Legacy = always toward the middle of the car, which is how older RCCP versions worked and is the safe choice for an existing project. Corrected = in the direction the hit came from, which fixes crooked dents on rotated parts of the model.
Mechanical damage mechanicalDamage — false — On = crash damage affects how the car drives, not just how it looks: the engine loses power, the radiator overheats, the steering pulls to one side, tires go slowly flat and a badly hit engine can catch fire. Ticking it adds a Damage Mechanics object with all those settings; unticking removes it.
meshFilters meshFilters — — — The body panels that can dent. Filled in for you unless Collect parts automatically is off — then press Get Meshes and remove any you want left alone. Wheel meshes are skipped, and so is any mesh without Read/Write enabled in its import settings.
wheels wheels — — — The wheels that can be knocked out of place and come off. Filled in for you unless Collect parts automatically is off.
lights lights — — — The lamps that can break. Filled in for you unless Collect parts automatically is off.
parts parts — — — The detachable parts — bumpers, hood, doors — that can come loose and fall off. Filled in for you unless Collect parts automatically is off.
repairNow repairNow — false — Set this from a script to start a repair; the Repair Now button does the same thing. It clears itself as soon as the repair starts.
Repaired repaired — true — Whether the car currently has no damage. Goes off the moment anything dents and comes back on once a repair has finished — with soft-body denting, that is when the panels have fully sprung back. Read-only at runtime.

Further settings on this component, read from source. These do not yet carry reviewed Inspector copy, so the description is the component's own tooltip.

Setting Code name Unit Default Range What it does
MinimumCollisionImpulse MinimumCollisionImpulse — > minimumCollisionImpulse — —

RCCP_DamageMechanics

Makes crash damage affect how the car drives: a weaker engine, an overheating radiator, steering that pulls to one side, tires that go slowly flat, and an engine fire. Untick Mechanical damage on the Damage component to remove all of it.

Setting Code name Unit Default Range What it does
Engine location engineZone — RCCP_DamageZone.Front — Which end of the car the engine is in. Damage to that end weakens the engine, breaks the radiator and can start a fire, and engine smoke comes from there. Front for most cars, Rear for rear-engined cars.
Engine loses power engineDamage — true — On = the engine gets weaker as the end of the car it sits in takes damage, and a broken radiator takes even more power away. Needs Track damage by area on the Damage component.
Health to torque healthToTorqueCurve — AnimationCurve.Linear(0, .4, 1, 1) — How much engine power is left at each level of damage. Left of the graph = the engine end completely wrecked, right = undamaged; up = full power. By default a completely wrecked engine still gives 40% of its power.
Radiator breaks below overheatHealthThreshold — .5 0 – 1 The engine end's condition below which the radiator breaks and the engine starts heating up. Higher = a light hit is enough; lower = it takes a serious crash. 0.5 = half wrecked. Typical 0.3–0.6.
Time to overheat overheatBuildTime s 60 min 1 How long it takes a car with a broken radiator to fully overheat. Heat only builds while the engine is running; the Heating by RPM curve below makes it faster or slower. Typical 30–90.
Heating by RPM rpmToHeatRateCurve — — — How much faster or slower the engine heats up at different RPM. Left of the graph = idle, right = Max RPM; up = faster heating. By default it barely heats at idle and heats twice as fast at Max RPM.
Time to cool down overheatCoolTime s 45 min 1 How long a hot engine takes to cool down fully once it is switched off or the radiator has been repaired. Typical 30–60.
Overheat torque fade overheatTorqueFade — .3 0 – 1 How much extra power a fully overheated engine loses, on top of the crash damage itself. 0.3 = up to another 30% lost. 0 = overheating costs no power. Typical 0.2–0.4.
Steering pulls after a hit steeringMisalignment — true — On = a wheel knocked out of place also bends the steering, so the car pulls to one side and you have to steer against it. Works from wheel damage, so Track damage by area is not needed.
Max toe error maxToeError ° 3 0 – 10 How crooked the steering can get on a completely wrecked corner. Higher = a strong pull after a crash; lower = a gentle drift. Typical 2–4.
Offset to toe offsetToToeCurve — AnimationCurve.Linear(0, 0, 1, 1) — How the pull builds up as a wheel is pushed further out of place. Left of the graph = an undamaged wheel, right = a wheel bent as far as Maximum damage allows; up = the full pull. A straight line by default.
Tires go flat slowly stagedDeflation — true — On = a badly damaged wheel gets a leak and its tire goes flat over the next few seconds. Off = tires always stay inflated. Works from wheel damage, so Track damage by area is not needed.
Leak starts at leakThreshold — .5 0 – 1 How far out of place a wheel has to be pushed before it starts leaking, as a fraction of Maximum damage. Higher = only a wrecked corner gets a flat tire; lower = most hits do. Typical 0.4–0.7.
Time to go flat slowLeakDuration s 10 min 0 How long a leaking tire takes to go completely flat. Higher = you have time to drive somewhere safe; 0 = it goes flat at once. Typical 5–15.
Flat tire wobble wobbleAmplitude ° 1.5 0 – 10 How much a flat wheel visibly wobbles as it turns. Higher = an obvious limp; 0 = no wobble. Typical 1–3.
Flat tire drag deflatedBrakeDrag Nm 50 min 0 How much a flat tire drags and pulls the car toward that corner. Higher = a flat tire is hard work to drive on. The drag fades out below about 5 km/h, so a flat tire can never hold a parked car in place. Typical 30–80.
Engine can catch fire fireDamage — true — On = a wrecked engine end catches fire, and the fire kills the engine unless the car is repaired in time. Needs Track damage by area on the Damage component.
Catches fire below fireHealthThreshold — .15 0 – 1 The engine end's condition below which a fire can start. Lower = only a truly wrecked car burns. Typical 0.1–0.2.
Goes out above fireExtinguishHealthThreshold — .35 0 – 1 The engine end's condition above which a fire puts itself out. Keep it above Catches fire below — the gap between the two stops the fire flickering on and off. A full repair always puts it out. Typical 0.3–0.4.
Time before it catches fireIgnitionDelay s 3 min 0 How long a wrecked engine end smokes before the fire actually starts. Higher = more warning; 0 = it catches the moment the damage lands. Typical 2–5.
Time until engine dies fireToEngineDeathTime s 20 min 1 How long the fire burns before it kills the engine. Repair the car before then and the fire goes out and the engine starts again. Typical 15–30.
Recompute inertia on detach recomputeInertiaOnDetach — false — On = the car's weight balance is worked out again whenever a wheel or part comes off, so a car that has lost its hood handles a little differently. Off = the balance stays as the car was set up.

RCCP_DeformationSolver

The soft-body denting method. Panels bend and wobble on impact, settle into a permanent dent and spring back when repaired. While this is here and switched on, it handles the bodywork instead of the Damage component; remove it and classic denting returns unchanged.

Inspector sections, in order: Quality & CPU cost, Panel stiffness, Impact reach & strength, Preparing the panels, Panel report, Repair.

Setting Code name Unit Default Range What it does
Solver passes solverIterations — 6 2 – 12 How much work goes into each panel every physics step. Higher = cleaner, more stable dents; lower = cheaper on CPU. This is the main quality-versus-CPU setting. Range 2–12, typical 6.
Substeps substeps — 1 1 – 3 How many times the denting is calculated within one physics step. Higher = very fast crashes look better, but costs two or three times as much CPU. Range 1–3, typical 1.
Wobble damping velocityDamping — 0.94 0.85 – 0.999 How quickly a wobbling panel comes to rest. Lower = the wobble stops fast; higher = the panel keeps wobbling for longer after a hit. Range 0.85–0.999, typical 0.94.
Settle time settleTime s 0.5 — How long a panel has to stay almost still before the solver stops working on it. A settled car costs no CPU per step. Typical 0.5.
Wobble time limit maxAwakeTime s 3 — How long a panel may keep moving after a hit before it is stopped anyway, even if it is still wobbling. A safety net against a panel that never settles. Typical 3.
Relight interval normalRecalcInterval steps 3 min 1 How often a wobbling panel's lighting is refreshed — 1 = every step, 3 = every third step. Higher = less CPU on average, but the heaviest step stays just as heavy; the lighting is always refreshed once more when the panel settles. Does nothing while Recalculate normals is off on the Damage component. Typical 3.
Stiffness preset stiffnessPreset — BodyStiffnessPreset.Standard — Picks a ready-made set of values for the five settings below. Soft = panels fold easily and dent about 80% deeper; Standard = matches classic denting; Stiff = panels resist and dent about half as deep. Choosing one overwrites the five values; Custom leaves whatever you typed alone.
Panel give anchorCompliance — 2e-3 — How loosely the bodywork is held to its original shape — the setting that matters most here. Higher = panels sag and dent easily; lower = they hold their shape. Typical 0.001 (stiff) to 0.004 (soft), 0.002 standard.
Stretch give stretchCompliance — 1e-6 — How much the panel surface can stretch as it is pushed in. Higher = the metal stretches like fabric; lower = it keeps its size. Typical 0.0000005–0.000002.
Fold give bendCompliance — 1e-4 — How easily a panel folds and creases instead of bowing smoothly. Higher = sharp creases; lower = gentle curves. Typical 0.00005–0.0002.
Permanent dent depth plasticYield m 0.002 — How deep a dent has to be before it becomes permanent. Anything shallower springs back as if nothing happened. Higher = only heavy hits leave a mark. Typical 0.001–0.004.
Permanent dent speed plasticRate — 0.9 0 – 1 How quickly a dent becomes permanent once it is deep enough. Higher = the new shape sets almost at once; lower = it keeps some spring-back for a while. Range 0–1, typical 0.8–0.95.
Impact reach impactRadius m -1 — How wide an area around the hit point is pushed in. -1 = use Dent spread from the Damage component, which is the usual choice; the field keeps showing -1 so it stays automatic. Typical -1.
Impact strength impactEnergyScale — 1.75 — How hard a crash pushes the panels. At 1.75 a soft-body dent comes out the same depth as a classic dent with Dent strength 1, so switching between the two methods does not change how wrecked the car looks. Change it only to make every crash hit harder or softer. Typical 1.75.
Weld distance weldEpsilon m 1e-4 — Points on the model closer together than this are joined when a panel is prepared, so seams in the model do not tear open as it dents. Almost never needs changing. Typical 0.0001.
Detail cap per panel maxParticlesPerMesh — 6000 — The most points one panel can be split into for denting. Higher = finer, more detailed dents on large panels, at more CPU and memory; lower = cheaper but coarser. Panels with more points are simplified down to this. Typical 6000.
Async island build asyncIslandBuild — true — On = the one-off preparation each car needs is done in the background while it drives with classic denting, so spawning a car does not stutter. Off = it is all done at once on the main thread. Platforms that cannot do background work use Off automatically.
Panels prepared per step islandsPerBuildStep — 2 0 – 32 How many panels this car may finish preparing in one physics step while it spawns. Lower = a smoother spawn, but soft-body denting starts later. 0 = as many as are ready. The scene-wide limit in RCCP Settings still caps the total. Range 0–32, typical 2.
Repair instantly instantRepair — false — On = a repair snaps the bodywork straight back to its original shape in one frame. Off = it springs back over a moment, which looks better; the time limit below covers that.
Repair time limit repairSettleTimeout s 6 — A safety net: how long a springing-back repair may take before it is forced to finish. A normal repair finishes long before this. Raise it only if heavy cars visibly snap at the end of a repair. Typical 6.

Scene, AI, customization and UI

RCCP_Camera

The camera that follows the car. One camera object handles every view — chase, hood, wheel, roadside, cinematic and top-down — by moving itself rather than switching between separate cameras.

Inspector sections, in order: Camera mode & switching, Chase camera (TPS), Field of view, Tilt & angle, Zoom, Automatic framing & look-around, Offset & start rotation, Hood camera (FPS), Wheel camera, Fixed camera, Cinematic camera, Crash camera, Orbit controls, Top-down camera, Crash shake.

Setting Code name Unit Default Range What it does
Vehicle to follow cameraTarget — — — The car this camera is following, together with the hood and wheel cameras found on it. Filled in automatically when a player vehicle is spawned — leave it empty.
Camera pivot pivot — — — The child object the camera hangs from. Offsets, zoom and the crash shake move this rather than the camera itself. Created for you on the first run — leave it alone.
Camera mode cameraMode — CameraMode.TPS — Which view the camera is in. Chase sits behind the car, Hood looks out from the driver, Wheel watches one wheel, Fixed cuts to roadside cameras, Cinematic sweeps around the car and Top looks down from above. The player cycles through the modes that are switched on below.
Change camera by itself useAutoChangeCamera — false — On = the camera cycles through its views on its own, which suits a menu background or a replay. Off = only the player changes the view.
Time on each view autoChangeCameraInterval s 10 min 0.1 How long each view is held before the camera moves on to the next one. Higher = slower, calmer cuts. Only used while the camera is changing by itself. Typical 8–15.
Muffle audio inside the car useInteriorAudioMuffle — false — On = everything sounds muffled while the camera is inside the car, so the hood and wheel views feel enclosed. Off = the car sounds the same from every view.
Muffle cutoff interiorLowPassCutoff Hz 2200 500 – 22000 Sounds above this pitch are cut away while the camera is inside the car. Lower = heavily muffled, as if the windows were shut. Higher = barely noticeable. Typical 1500–3000.
Muffle in the hood view muffleInFPSCamera — true — On = the muffle is applied while the camera is on the hood, looking out from the driver. Off = the hood view sounds like the outside views.
Muffle in the wheel view muffleInWheelCamera — true — On = the muffle is applied while the camera is down at the wheel. Off = the wheel view sounds like the outside views.
Muffle fade speed muffleSmoothness — 8 1 – 20 How quickly the sound changes as the camera moves in or out of the car. Higher = an almost instant switch. Lower = a slow fade. Typical 6–12.
Aim at the middle of the car calculateCenterPosition — true — On = the camera frames the middle of the bodywork, so a long truck or a low kart is centered properly. Off = it frames the object's own origin, which on many models sits at the floor between the wheels.
Positioning method tPSMode — TPSMode.TPS2 — How the chase camera works out where to sit. TPS2 is the newer one and stays steadier through slides and jumps. TPS1 is the original from older RCCP versions — pick it only to keep an existing project feeling the same.
Distance behind the car TPSDistance m 6.5 0 – 20 How far back the chase camera sits. Higher = more of the road in shot and a calmer picture. Lower = tight and fast-feeling. Typical 5–8. "Frame the car automatically" replaces this while it is on.
Height above the car TPSHeight m 1.5 0 – 10 How high the chase camera sits above the car. Higher = more of the road ahead is visible. Lower = a flatter, more dramatic view. Typical 1–2.5. "Frame the car automatically" replaces this while it is on.
Follow the car's pitch TPSLockX — true — On = the camera tips with the car as it noses down under braking or lifts under acceleration. Off = it stays level and only the car tips. Off is calmer; on is more involving.
Follow the car's heading TPSLockY — true — On = the camera turns to stay behind the car as it steers, which is the normal chase view. Off = it keeps pointing the same way whatever the car does.
Follow the car's roll TPSLockZ — false — On = the camera leans with the car through corners and over curbs. Off = the horizon stays level. Leave it off unless you want a deliberately wild picture.
Stay level in the air TPSFreeFall — true — On = the camera stops following the car's rotation while all four wheels are off the ground, so a jump or a roll does not throw the picture around. Off = it tumbles with the car.
Lag under acceleration TPSDynamic — false — On = the camera drifts back a little under acceleration and sideways in a slide, so speed and cornering are felt as well as seen. Off = it holds a fixed offset.
TPS rotation damping TPSRotationDamping — .5 0 – 1 How quickly the camera turns to get back behind the car. Higher = it stays locked behind the car. Lower = it lags through corners, which looks relaxed but can lose the car in a fast change of direction. Typical 0.3–0.7.
TPS minimum FOV TPSMinimumFOV ° 40 10 – 90 How wide the view is while the car is standing still. Lower = a tighter, more zoomed-in look. Typical 35–50.
TPS maximum FOV TPSMaximumFOV ° 60 10 – 160 How wide the view opens up at top speed. The gap between this and the standstill value is what makes speed feel fast — a wider gap is more dramatic; the same number at both ends removes the effect. Typical 55–75.
Maximum lean TPSTiltMaximum ° 15 0 – 25 How far the camera may lean into a slide. Higher = a big, arcade-style tilt. 0 = the camera never leans. Typical 10–20.
Lean strength TPSTiltMultiplier — 1 0 – 1.5 How readily the camera leans for a given amount of sideways movement. Higher = it reaches full lean in a gentle slide. Lower = only a big slide tips it. Typical 0.8–1.2.
TPS yaw angle TPSYaw ° 0 -45 – 45 Turns the chase camera to one side of the car and keeps it there. 0 = straight behind. Use a few degrees to put the car slightly off-center in the shot. Typical -10 to 10.
Look-down angle TPSPitch ° 7.5 -45 – 45 How far the chase camera tips down toward the car. Higher = more road and less sky. Lower = a flatter view along the road. Typical 5–12.
Scroll sensitivity zoomScrollMultiplier — 5 .5 – 10 How far the view moves for each notch of the scroll wheel. Higher = the whole zoom range is covered in one flick. Typical 3–7.
Farthest zoom minimumScroll m 0 min 0 How far out the player can zoom, measured as a distance in from the normal chase distance. 0 = the player can zoom all the way out to the normal chase distance, never beyond it. Typical 0–1.
Closest zoom maximumScroll m 5 min 0 How far in the player can zoom with the scroll wheel, measured as a distance in from the normal chase distance. Higher = the camera can get closer. Typical 3–6.
Frame the car automatically TPSAutoFocus — true — On = the distance and height above are worked out from the size of the car every time the camera picks up a new vehicle, so a bus and a kart are both framed properly. Anything you typed into those two fields is replaced. Off = your own distance and height are kept.
Turn around when reversing TPSAutoReverse — true — On = the camera moves around to the front of the car when it starts reversing, so the player can see where they are going. Off = it stays behind the car.
Let the player look around useOrbitInTPSCameraMode — true — On = the player can swing the chase camera around the car with the mouse or a finger. Off = the view is fixed behind the car.
Shake at speed TPSShake — true — On = the chase camera picks up a small shake that grows with speed, so fast really feels fast. Off = a perfectly steady picture.
Hold to look around useOrbitOnlyHolding — true — On = the player has to hold the mouse button or a finger down to look around, and the view snaps back when they let go. Off = the view follows the mouse all the time, which suits a free-look camera.
Position offset TPSOffset m — — Nudges the chase camera relative to the car. X moves it left and right, Y up and down, Z forward and back. Use it to put the car off-center in the shot without changing the distance. Typical 0–0.5 on any axis.
Rotation at spawn TPSStartRotation ° — — Which way the chase camera points the moment the car spawns, before it settles behind the car. Leave it at zero unless you want a set opening shot.
Use occlusion useOcclusion — true — On = the camera pulls in toward the car whenever a wall, a post or a building gets between the two, so the car never disappears behind scenery. Off = the camera can end up looking at the inside of a wall.
Occlusion LayerMask occlusionLayerMask — -1 — Which layers count as something the camera cannot see through. Leave scenery and buildings ticked; untick trigger volumes, invisible walls and anything the camera should ignore.
Include in the camera cycle useHoodCameraMode — true — On = the hood view joins the modes the player can cycle through. It needs a Hood Camera object on the vehicle — add one from the Tools menu. Off = the view is skipped.
Hood camera FOV hoodCameraFOV ° 60 10 – 160 How wide the view is from the hood. Higher = more of the car and the road either side, which suits a cockpit view. Typical 55–75.
Let the player look around useOrbitInHoodCameraMode — true — On = the player can look around from the driver's seat with the mouse or a finger. Off = the view always points straight ahead.
Include in the camera cycle useWheelCameraMode — true — On = the close-up wheel view joins the modes the player can cycle through. It needs a Wheel Camera object on the vehicle — add one from the Tools menu. Off = the view is skipped.
Wheel camera FOV wheelCameraFOV ° 60 10 – 160 How wide the close-up wheel view is. Lower = a tight shot of the tire and the suspension working. Typical 50–70.
Include in the camera cycle useFixedCameraMode — true — On = the roadside camera view joins the modes the player can cycle through, cutting to fixed points as the car passes them. It needs a Fixed Camera System in the scene — the button below creates one. Off = the view is skipped.
Include in the camera cycle useCinematicCameraMode — true — On = the cinematic view joins the modes the player can cycle through, sweeping around the car for replays and menus. It needs a Cinematic Camera System in the scene — the button below creates one. Off = the view is skipped.
Let a crash take this camera useCrashCameraMode — true — On = a heavy crash can take over this camera, drop into slow motion and cut to a shot of the impact. This is not one of the views the player cycles through, and nothing happens until a Crash Camera System is in the scene — turn this on, then use the Add Crash Camera button that appears. Off = this camera is never taken over, even when the system is there.
Look-around speed (left/right) orbitXSpeed — 100 min 0 How far the view turns sideways for a given mouse or finger movement. Higher = a small movement spins the camera all the way around. Typical 60–150.
Look-around speed (up/down) orbitYSpeed — 100 min 0 How far the view turns up and down for a given mouse or finger movement. Typical 60–150.
Look-around smoothing orbitSmooth — 25 min 0 How quickly the view catches up with the player's mouse or finger. Higher = immediate and direct. Lower = a heavy, floaty camera. Typical 15–30.
Lowest look-up angle minOrbitY ° -15 -90 – 0 How far below the car the player may swing the camera when looking up at it. More negative = they can get right down to road level. Typical -25 to -5.
Highest look-down angle maxOrbitY ° 70 0 – 90 How far above the car the player may swing the camera when looking down on it. Higher = they can get almost directly overhead. Typical 50–80.
Return to the normal view orbitReset — true — On = the camera eases back behind the car a couple of seconds after the player stops looking around, so nobody is left driving sideways. Off = the view stays where they left it.
Include in the camera cycle useTopCameraMode — false — On = the overhead view joins the modes the player can cycle through, which suits a map-style or top-down game. Off = the view is skipped.
Use ortho mode useOrthoForTopCamera — false — On = the overhead view has no perspective at all, so cars at the edges of the screen look the same as cars in the middle — the classic top-down-game look. Off = a normal camera looking down from height.
Overhead height topCameraDistance m 100 min 0 How high the overhead camera sits. Higher = more of the map in shot and a smaller car. Typical 50–150.
Viewing angle topCameraAngle ° — — Which way the overhead camera looks down from. 90 on the first value is straight down; around 45 gives the tilted, isometric look. The second value turns the whole view around the car.
Look-ahead at speed maximumZDistanceOffset m 10 min 0 How far ahead of the car the overhead view slides as the car speeds up, so the player sees what is coming. 0 = the car stays in the middle of the screen. Typical 5–20.
Minimum ortho size / FOV minimumOrtSize — 10 min 0 How tightly the overhead camera is framed while the car is slow. Lower = closer in. It is read as an orthographic size while the flat overhead view is on, and as a field of view in degrees while it is off. Typical 10.
Maximum ortho size / FOV maximumOrtSize — 20 min 0 How far out the overhead camera pulls at top speed, so fast driving shows more of the road ahead. Same reading as the value above — orthographic size with the flat view on, field of view in degrees with it off. Typical 20.
Shake the camera on impact enableCollisionEffects — true — On = a crash shakes the camera, with a rumble and a quick zoom punch, then settles it back. Off = the camera does not react to crashes at all. The fixed and cinematic views never shake.
Spring stiffness collisionSpringStiffness — 60 1 – 200 How quickly the camera is pulled back to where it belongs after an impact. Higher = a short, sharp jolt. Lower = a long, loose swing. Typical 40–90.
Spring damping collisionSpringDamping — 15 0 – 50 How quickly the shake dies away. Higher = one clean knock with no wobble. Lower = the camera keeps rocking after the hit. Typical 10–25.
Movement strength collisionTranslationMultiplier — 1 0 – 5 How far the camera is thrown out of position by an impact. Higher = a big physical shove. 0 = the camera does not move, only turns. Typical 0.5–1.5.
Twist strength collisionRotationMultiplier — 1 0 – 5 How far the camera is twisted by an impact. Higher = the horizon lurches. 0 = the camera keeps pointing where it was. Typical 0.5–1.5.
Rumble strength collisionRumbleIntensity — 1 0 – 5 How much fast, fine shaking is added on top of the main shove. Higher = a harsher, rougher impact. 0 = a smooth shove with no rumble. Typical 0.5–1.5.
FOV kick strength collisionFOVKickStrength — 1 0 – 5 How much the view snaps in on impact and eases back out. Higher = a hard cinematic punch. 0 = the framing does not change. Typical 0.5–1.5.

RCCP_Camera+CameraTarget

Setting Code name Unit Default Range What it does
playerVehicle playerVehicle — — — The car this camera is following. Filled in automatically when a player vehicle is spawned — leave it empty.

RCCP_Settings

The project-wide settings for RCCP. Everything here applies to every car in the project, and to every scene — the behavior presets, the physics and frame-rate defaults, the layers, and the prefabs and sounds a newly built car starts with.

Inspector sections, in order: General settings, Behavior presets, Controls, Interface & logging, Ground surfaces, Tags & layers, Optimization, Resources, Light prefabs, Camera prefabs, UI prefabs, Particles, Sound effects, Other prefabs, Rendering, Physics & frame rate, Wheel physics, Deformation budget, Input, Mobile controls, Dashboard, Debug overlays, Logging, Lights, Engine sounds, Vehicle sounds, Wheel & turbo sounds, Time scale.

Setting Code name Unit Default Range What it does
Use multithreading multithreading — true — On = skidmark meshes and crash dents are rebuilt on background threads, so a long skid or a heavy crash does not stutter the frame rate. Off = all of it happens on the main thread. Platforms that cannot run threads fall back to Off on their own.
Override Fixed Timestep overrideFixedTimeStep — true — On = RCCP sets the project's physics rate to the value below when a scene loads, so every car behaves the same whatever the project was set to. Off = the project's own Time settings are left alone.
Fixed Timestep fixedTimeStep s .02 .005 – .06 How often the physics are worked out. Lower = smoother, more accurate cars at more CPU cost. Higher = cheaper, and fast or stiff cars start to jitter. 0.02 is 50 steps a second and is the safe default; 0.01 is 100 and suits racing or VR.
Cap the frame rate overrideFPS — true — On = the frame rate is capped at the value below when a scene loads. Off = the project's own frame-rate setting is left alone.
Frame rate cap maxFPS fps 120 min 1 The highest frame rate the game is allowed to run at. Lower = less heat and a longer battery life on a phone. Typical 60 on mobile, 120 or more on desktop.
Apply maximum angular velocity applyMaxAngularVelocity — false — On = the spin limit below is applied to every car in the project as it spawns, so nothing spins unrealistically fast after a big hit. Off = the limit is ignored, which is how older RCCP versions worked. Turning it on changes how every car flips and spins.
Maximum angular velocity maxAngularVelocity rad/s 6 .5 – 20 The fastest any car may rotate. Lower = crashes and rolls are tamed and cars settle sooner. Higher = wilder spins. Typical 5–8. Only used while "Apply maximum angular velocity" is on.
Use fixed WheelColliders useFixedWheelColliders — true — On = every wheel gets a weight worked out from the weight of its car, which keeps the wheel physics stable across light and heavy vehicles. Off = the weight typed on each wheel is used as it stands.
Auto reset (legacy) autoReset — true — Kept so older projects still load; RCCP no longer reads it. To make cars flip back upright, use "Flip the car back over" on each car's Dynamics component.
Limit soft-body denting deformationBudgetEnabled — true — On = the cost of soft-body denting is shared out across every car in the scene, and cars are quietly simplified or dropped to classic denting when a big pile-up would cost too much. The player's car is never simplified. Off = every car dents at full quality whatever it costs.
Denting budget deformationBudgetMs ms 10 min 0.1 How much time per physics step all the soft-body cars in the scene may share between them. Higher = more cars keep full-quality dents, at more CPU. Lower = cars are simplified sooner. Typical 10.
Panels prepared per step deformationBuildBudget — 4 min 0 How many body panels all the cars in the scene may finish preparing in one physics step. It is what stops twenty cars spawning at once from stuttering. Lower = a smoother spawn, but soft-body denting starts later. 0 = no scene-wide limit. Typical 4.
Denting memory cap deformationMemoryCapMB MB 96 min 0 How much memory all the soft-body cars in the scene may hold between them. Above it, cars that are already off-screen and on classic denting give their memory back — and pay for a full rebuild if they are ever needed again. 0 = no cap. Typical 96.
Apply a behavior preset overrideBehavior — true — On = the selected preset below is applied to every car in the project, overwriting its own assists, steering, differential and wheel grip. Off = each car keeps exactly what is set on its own components. A single car can opt out with its own "Ignore behavior presets" tickbox.
Presets behaviorTypes — — — The driving presets this project offers — Balanced, Drift, Race and Arcade as shipped. The bar below picks which one is active. Each preset carries a complete set of assists, steering, grip and suspension values, so switching preset re-tunes the whole fleet in one move.
Remember key bindings autoSaveLoadInputRebind — true — On = the keys and buttons a player rebinds are saved and are back the next time they play. Off = the controls return to the defaults every session.
Use mobile controller mobileControllerEnabled — false — On = the on-screen steering, pedals and buttons are shown and drive the car. Off = they are hidden and only a keyboard or gamepad drives it. Switch it on for a phone or tablet build.
Mobile controller type mobileController — — — Which on-screen controls the player gets. Touchscreen = buttons for left and right. Gyro = the player tilts the device to steer. Steering wheel = a wheel they turn with a finger. Joystick = a thumbstick.
Tilt sensitivity gyroSensitivity — 2.5 min 0 How far the car steers for a given tilt of the device. Higher = a small tilt steers fully, which feels nervous. Lower = the player has to tilt further. Typical 2–4. Only used with the Gyro control style.
Show speed in mph useMPH — false — On = every speed in the game's interface is shown in miles per hour. Off = km/h. It changes the display only, never the physics.
Show the telemetry panel useTelemetry — false — On = a panel of live numbers — speed, RPM, gear, wheel grip — is drawn over the game. Useful while tuning a car; switch it off before you ship.
Show the input panel useInputDebugger — false — On = a small panel shows exactly what the throttle, brake and steering are receiving. Use it to work out whether a control problem is the input or the car; switch it off before you ship.
Extra console messages verboseLog — true — On = RCCP writes a console message for routine things it does — a car spawning, a preset changing, damage being saved. It fills the console quickly, so leave it off in a shipped project and turn it on only while tracking down a problem. Warnings and errors are always shown either way.
Set layers automatically setLayers — true — On = every car, wheel and detachable part is put on the layers named below as it spawns, which is what keeps wheels from colliding with their own car. Off = you place everything on the right layers yourself.
Vehicle layer RCCPLayer — "RCCP_Vehicle" — The layer every car body is put on. It has to exist in the project's Tags and Layers, and the inspector says so beside the name if it is missing.
WheelCollider layer RCCPWheelColliderLayer — "RCCP_WheelCollider" — The layer every physics wheel is put on, so wheels do not collide with the car they belong to.
Detachable part layer RCCPDetachablePartLayer — "RCCP_DetachablePart" — The layer a bumper, hood or door is put on once it has been knocked loose, so a hanging part does not fight the car it is still attached to.
Prop layer RCCPPropLayer — "RCCP_Prop" — The layer small breakable scenery is put on — cones, bins, signs — so the camera can see past it and the car can knock it around.
Obstacle layer RCCPObstacleLayer — "RCCP_Obstacle" — The layer the AI watches for things to steer around.
Headlights as vertex lights useHeadLightsAsVertexLights — false — On = headlights are drawn the cheap way, lighting the road roughly rather than exactly. Off = full-quality lighting. Always use the cheap way on mobile — even one full-quality light costs a great deal.
Brake lights as vertex lights useBrakeLightsAsVertexLights — true — On = brake lights are drawn the cheap way. Off = full-quality lighting. Always use the cheap way on mobile.
Reverse lights as vertex lights useReverseLightsAsVertexLights — true — On = reverse lights are drawn the cheap way. Off = full-quality lighting. Always use the cheap way on mobile.
Indicator lights as vertex lights useIndicatorLightsAsVertexLights — true — On = indicators are drawn the cheap way. Off = full-quality lighting. Always use the cheap way on mobile.
Other lights as vertex lights useOtherLightsAsVertexLights — true — On = every remaining lamp — fog lights, sirens, interior lights — is drawn the cheap way. Off = full-quality lighting. Always use the cheap way on mobile.
Default lamp setup lightsSetupData — — — The color, brightness and range a newly added headlight, brake light or indicator starts with. Change it to give every car you build from now on your own look.
Lamp glow mesh lightBox — — — The small glowing card placed in front of each lamp so it looks lit from a distance.
Chase camera RCCPMainCamera — — — The camera created when you add an RCCP camera to a scene. Point it at your own prefab to give every new scene your framing and settings.
Hood camera RCCPHoodCamera — — — The small camera object dropped onto a car for the driver's-eye view.
Cinematic camera RCCPCinematicCamera — — — The scene-level cinematic camera that sweeps around the car for replays and menus.
Wheel camera RCCPWheelCamera — — — The small camera object dropped onto a car for the close-up wheel view.
Fixed camera RCCPFixedCamera — — — The scene-level roadside camera the view cuts to as the car passes.
Dashboard canvas RCCPCanvas — — — The interface created when you add the RCCP canvas to a scene — the speedometer, the RPM gauge, the on-screen controls and the menus. Point it at your own copy once you have restyled it.
Telemetry canvas RCCPTelemetry — — — The panel of live numbers shown while the telemetry overlay is switched on.
Scrape dust contactParticles — — — The dust and grit thrown up where a tire or a panel scrapes along a surface.
Scrape sparks scratchParticles — — — The sparks thrown off when metal scrapes along a wall or the road.
Wheel sparks wheelSparkleParticles — — — The sparks thrown off when a rim or a flat tire grinds along a hard surface.
Engine smoke damageSmokeParticles — — — The smoke that rises from the engine end of a badly damaged car. Any car without its own smoke effect uses this one.
Engine fire damageFireParticles — — — The fire that burns on a wrecked engine. Any car without its own fire effect uses this one.
Tire blowout particles blowoutParticles — — — The burst of air and rubber thrown out when a tire blows.
Part debris detachDebrisParticles — — — The debris thrown out when a bumper, hood or door is torn off.
Broken glass glassShardParticles — — — The shower of glass thrown out when a lamp is smashed.
Audio mixer audioMixer — — — The mixer every RCCP sound is routed through, so one set of sliders controls all the vehicle audio. The crash camera also uses it to drop the pitch during slow motion.
Follow the time scale audioFollowsTimeScale — true — On = RCCP audio follows the game's time scale through the mixer: silent at time scale 0 (a paused replay, photo mode, your own pause menu), lower pitch and volume in slow motion, higher pitch above 1x. Needs the mixer's RCCP_Pitch and volume parameters.
Lowest slow-motion pitch timeScalePitchMin — 0.5 0.25 – 1 The pitch follows the square root of the time scale, so 0.25x plays at 0.5 unless this floor is higher.
Highest fast-forward pitch timeScalePitchMax — 1.5 1 – 2 The most the pitch rises when time runs faster than 1x, such as a 2x replay or a fast rewind.
Slow-motion volume drop slowMotionVolumeDb dB -6 -24 – 0 How much quieter everything gets at the slowest time scale. It fades back to 0 dB at 1x.
Mute while rewinding muteWhileRewinding — true — On = all RCCP audio is muted while a replay rewinds, instead of playing the engine at a rewind pitch.
Idle engineIdleClipOn — — — The idle recording a newly built car starts with, used while the engine is under power.
Idle (coasting) engineIdleClipOff — — — The idle recording used while the car is coasting with the throttle closed. Pointing it at the same clip as the one above is normal.
Low RPM engineLowClipOn — — — The low-RPM recording a newly built car starts with, used while the engine is under power.
Low RPM (coasting) engineLowClipOff — — — The low-RPM recording used while the car is coasting with the throttle closed.
Mid RPM engineMedClipOn — — — The mid-RPM recording a newly built car starts with, used while the engine is under power.
Mid RPM (coasting) engineMedClipOff — — — The mid-RPM recording used while the car is coasting with the throttle closed.
High RPM engineHighClipOn — — — The high-RPM recording a newly built car starts with, used while the engine is under power.
High RPM (coasting) engineHighClipOff — — — The high-RPM recording used while the car is coasting with the throttle closed.
Starter motor engineStartClip — — — The starter-motor sound a newly built car starts with, played once each time the engine is started.
Reverse whine reversingClip — — — The reversing whine a newly built car starts with, pitched by how fast it is going backward.
Wind windClip — — — The wind noise a newly built car starts with, rising with road speed.
Brake squeal brakeClip — — — The squeal a newly built car plays while the brakes are held hard.
Indicator tick indicatorClip — — — The tick played each time an indicator flashes.
Bump bumpClip — — — The thump played when a wheel drops into a pothole or slams over a curb.
NOS NOSClip — — — The hiss a newly built car plays while nitrous is firing.
Turbo turboClip — — — The turbo whine a newly built car starts with, faded and pitched by boost pressure.
Backfire pops exhaustFlameClips — — — The exhaust pops played with a backfire flame. Add several and one is picked at random each time, so the car never pops identically twice.
Gear changes gearClips — — — The mechanical clunks a newly built car plays on every gear change. Add several and one is picked at random each time.
Crashes crashClips — — — The impact sounds a newly built car starts with. Add several and one is picked at random for each hit so repeated crashes never sound identical.
Tire blowout sound wheelDeflateClip — — — The burst played when a tire goes flat.
Tire repair wheelInflateClip — — — The sound played when a flat tire is pumped back up.
Flat tire roll wheelFlatClip — — — The flapping loop played while the car drives on a flat tire.
Turbo blow-off blowoutClip — — — The chirp played when the throttle closes with the turbo on boost. Add several and one is picked at random each time.
Exhaust smoke exhaustGas — — — The smoke that comes out of the exhaust pipes of a newly built car.
Skidmark manager skidmarksManager — — — The scene object that draws every car's tire marks into one shared mesh. It is created for you the first time a car skids.
Wheel blur wheelBlur — — — The blurred disc shown over a wheel once it is spinning fast enough that the spokes would flicker.
Lens flare (URP / HDRP) lensFlareData — — — The lens flare put on each lamp in a URP or HDRP project. Only shown while one of those pipelines is in use.
Lens flare (built-in) flare — — — The lens flare put on each lamp in a built-in-pipeline project.
Lens flare prefab flarePrefab — — — The small object created in front of each lamp to carry its flare.
HDRP volume profile prefab hdrpVolumeProfilePrefab — — — The post-processing settings dropped into a scene when the render pipeline converter sets a project up for HDRP.
Decal material defaultDecalMaterial — — — The material a newly added sticker or livery decal starts with.
Neon material defaultNeonMaterial — — — The material a newly added neon underglow strip starts with.
Vehicle collider material vehicleColliderMaterial — — — How slippery and how bouncy the bodywork is when it hits something. It is put on the body collider of every car RCCP builds.
behaviorSelectedIndex behaviorSelectedIndex — 0 min 0 Which of the presets above is the active one, counting from 0. The bar of preset names in this inspector sets it; there is no reason to type a number here.
lightConeMaterial lightConeMaterial — — — The shared material used by the fake headlight beams. A car with an empty beam slot of its own falls back to this one, and having it filled in here is what keeps the beam shader alive in a built game.
lightPoolMaterial lightPoolMaterial — — — The shared material used for the pool of light on the road under a headlight, on render pipelines that cannot project it.
lightPoolDecalMaterial lightPoolDecalMaterial — — — The shared material used for the pool of light on the road under a headlight on URP, where it is projected onto the road properly. Needs URP's Decal Renderer Feature to be switched on.
foldGeneralSettings foldGeneralSettings — false — Remembers whether the General settings section of this inspector is open. Set by clicking the section heading; it changes nothing in the game.
foldBehaviorSettings foldBehaviorSettings — false — Remembers whether the Behavior presets section of this inspector is open. Set by clicking the section heading; it changes nothing in the game.
foldControllerSettings foldControllerSettings — false — Remembers whether the Controls section of this inspector is open. Set by clicking the section heading; it changes nothing in the game.
foldUISettings foldUISettings — false — Remembers whether the Interface and logging section of this inspector is open. Set by clicking the section heading; it changes nothing in the game.
foldWheelPhysics foldWheelPhysics — false — Remembers whether the Ground surfaces section of this inspector is open. Set by clicking the section heading; it changes nothing in the game.
foldOptimization foldOptimization — false — Remembers whether the Optimization section of this inspector is open. Set by clicking the section heading; it changes nothing in the game.
foldTagsAndLayers foldTagsAndLayers — false — Remembers whether the Tags and layers section of this inspector is open. Set by clicking the section heading; it changes nothing in the game.
foldResourcesSettings foldResourcesSettings — false — Remembers whether the Resources section of this inspector is open. Set by clicking the section heading; it changes nothing in the game.
foldResourcesLightPrefabs foldResourcesLightPrefabs — false — Remembers whether the Light prefabs section of this inspector is open. Set by clicking the section heading; it changes nothing in the game.
foldResourcesCameraPrefabs foldResourcesCameraPrefabs — false — Remembers whether the Camera prefabs section of this inspector is open. Set by clicking the section heading; it changes nothing in the game.
foldResourcesUIPrefabs foldResourcesUIPrefabs — false — Remembers whether the UI prefabs section of this inspector is open. Set by clicking the section heading; it changes nothing in the game.
foldResourcesParticles foldResourcesParticles — false — Remembers whether the Particles section of this inspector is open. Set by clicking the section heading; it changes nothing in the game.
foldResourcesSoundFX foldResourcesSoundFX — false — Remembers whether the Sound effects section of this inspector is open. Set by clicking the section heading; it changes nothing in the game.
foldResourcesOtherPrefabs foldResourcesOtherPrefabs — false — Remembers whether the Other prefabs section of this inspector is open. Set by clicking the section heading; it changes nothing in the game.
foldResourcesRendering foldResourcesRendering — false — Remembers whether the Rendering section of this inspector is open. Set by clicking the section heading; it changes nothing in the game.

RCCP_Settings+BehaviorType

Setting Code name Unit Default Range What it does
behaviorName behaviorName — "New Behavior" — The name of this preset, shown on the bar of preset buttons above and anywhere the game offers the player a driving style.
ABS ABS — true — On = the brakes release and re-apply by themselves when a wheel is about to lock, so the car can still steer while braking hard. Off = the wheels can lock and the car slides straight ahead. Applied to every car while this preset is active.
ESP ESP — true — On = the car brakes one wheel at a time to straighten itself when it starts to spin or slide. Off = a slide is entirely the driver's problem. Applied to every car while this preset is active.
TCS TCS — true — On = engine power is cut when the driven wheels start spinning, so the car pulls away cleanly instead of spinning its wheels. Off = wheelspin is left to the driver. Applied to every car while this preset is active.
steeringHelper steeringHelper — true — On = invisible forces at the wheels nudge the car toward where the steering is pointing, so it feels stable and easy to aim. Off = the car goes exactly where the tires take it.
tractionHelper tractionHelper — true — On = front grip is eased off while the car is sliding, so a spin turns back into a slide instead of getting worse. Off = no help recovering.
angularDragHelper angularDragHelper — false — On = the car gets harder to rotate as it speeds up, which stops nervous spins at high speed. Off = it turns as freely at 200 km/h as at 20.
driftMode driftMode — false — On = this preset is a drift preset: the rear tires give up grip on purpose and extra forces help the car hold a long slide. Off = the car is set up to grip.
driftAngleLimiter driftAngleLimiter — false — On = once the car is sideways past the angle below, its rotation is slowed so it cannot go into a full spin. Off = nothing stops a spin.
driftAngleLimit driftAngleLimit ° 30 0 – 90 How far sideways the car may get before the limiter starts pulling it back. Higher = long, dramatic slides. Lower = the car is held nearly straight. Typical 25–40 for a drift preset.
driftAngleCorrectionFactor driftAngleCorrectionFactor — 3 0 – 10 How hard the limiter pulls the car back once it is past that angle. Higher = the slide is stopped sharply. Lower = it eases off gently. Typical 2–4.
driftYawTorqueMultiplier driftYawTorqueMultiplier — 0.7 0 – 3 How hard the car is helped to swing around once a slide starts. Higher = the rear comes around fast and slides are easy to start. Typical 0.5–1.
driftForwardForceMultiplier driftForwardForceMultiplier — 2000 0 – 5000 A push along the car while it slides, so it does not lose all its speed. Higher = long slides that keep their speed. Typical 1000–2000.
driftSidewaysForceMultiplier driftSidewaysForceMultiplier — 1500 0 – 4000 A push sideways while the car slides. Higher = wide, dramatic slides. Lower = tighter ones that stay on the line. Typical 1000–2000.
driftMinSpeed driftMinSpeed km/h 20 0 – 60 Below this speed none of the drift help is applied, so the car does not slide around at low speed. Typical 15–30 km/h.
driftFullForceSpeed driftFullForceSpeed km/h 80 20 – 150 The speed at which the drift forces reach full strength; between the two speeds they fade in. Typical 60–100 km/h.
driftThrottleYawFactor driftThrottleYawFactor — 0.3 0 – 1 How much the throttle alone swings the back of the car round. Higher = the player can hold and steer a slide on the throttle without touching the wheel. Typical 0.4–0.7.
driftRearSidewaysStiffnessMin driftRearSidewaysStiffnessMin — 0.45 0.1 – 1 How much sideways grip the rear tires keep at full slide. Lower = the rear lets go easily and the car sits sideways. 1 = no loss of grip at all. Typical 0.4–0.7.
driftRearForwardStiffnessMin driftRearForwardStiffnessMin — 0.8 0.5 – 1 How much forward grip the rear tires keep at full slide. Lower = the car loses more speed in a slide. Typical 0.8–1.
driftFrontSidewaysStiffnessMin driftFrontSidewaysStiffnessMin — 0.9 0.5 – 1.2 How much sideways grip the front tires keep at full slide. Higher = the front keeps gripping so the player can still steer the slide. Typical 0.6–0.9.
driftFrictionResponseSpeed driftFrictionResponseSpeed — 8 1 – 20 How quickly grip drops away as the slide starts. Higher = the car breaks loose suddenly. Lower = it slides gradually. Typical 8–15.
driftFrictionRecoverySpeed driftFrictionRecoverySpeed — 4 1 – 20 How quickly grip comes back as the slide ends. Higher = the car snaps straight and grips again at once. Lower = it stays loose for a moment. Typical 8–15.
driftMaxAngularVelocity driftMaxAngularVelocity °/s 120 0 – 360 The fastest the car may rotate while drifting, so a slide cannot turn into an endless spin. 0 = no limit. Typical 65–120 degrees per second.
driftCounterSteerRecoveryBoost driftCounterSteerRecoveryBoost — 2 1 – 5 How much extra help the player gets when steering into the slide to catch it. Higher = slides are easy to save. Lower = catching one takes real timing. Typical 1.5–3.
driftMomentumMaintenanceForce driftMomentumMaintenanceForce — 800 0 – 3000 A steady push forward through the whole slide so the car does not come to a stop sideways. Higher = slides keep rolling. Typical 500–1200.
driftForceSmoothing driftForceSmoothing — 8 1 – 20 How quickly the drift forces are allowed to rise and fall. Higher = the car snaps into and out of a slide. Lower = slides build and release smoothly. Typical 6–12.
steeringCurve steeringCurve — — — How much of the full steering angle is available at each speed. A curve that drops quickly makes the car calm on a highway; a flat curve keeps it nervous at speed. X = speed in km/h, Y = share of the full angle (0–1).
steeringSensitivity steeringSensitivity — 1 min 0 How quickly the steering moves to the angle the player is asking for. Higher = instant, arcade-style response. Lower = slow, heavy steering. Typical 0.5–2.
counterSteering counterSteering — true — On = the car steers a little into its own slide by itself, the way a real driver would. Makes slides much easier to hold on a gamepad. Off = every correction is the player's.
limitSteering limitSteering — true — On = the steering angle is reduced at speed using the curve above, so a flick of the wheel at 200 km/h cannot spin the car. Off = the full steering angle is available at any speed.
differentialType differentialType — RCCP_Differential.DifferentialType.Open — How the power is shared between the two wheels of a driven axle while this preset is active. Open = the wheel with more grip gets more of the power. Limited = the two wheels are partly linked. Full locked = both wheels always turn together, good for drifting and off-road. Direct = an equal split with no slip calculation.
counterSteeringMinimum counterSteeringMinimum — .5 min 0 The least counter-steer help a car may be given while this preset is active. A car set below this is pulled up to it. Typical 0.3–0.6.
counterSteeringMaximum counterSteeringMaximum — 1 min 0 The most counter-steer help a car may be given while this preset is active. A car set above this is pulled down to it. Typical 0.8–1.
steeringSpeedMinimum steeringSpeedMinimum — .5 min 0 The slowest steering response a car may be given while this preset is active. Typical 0.5–2.
steeringSpeedMaximum steeringSpeedMaximum — 1 min 0 The quickest steering response a car may be given while this preset is active. Typical 1–2.
steeringHelperStrengthMinimum steeringHelperStrengthMinimum — .1 0 – 1 The weakest the steering helper may be set on any car while this preset is active. Typical 0.025–0.5.
steeringHelperStrengthMaximum steeringHelperStrengthMaximum — 1 0 – 1 The strongest the steering helper may be set on any car while this preset is active. Lower it to keep the fleet feeling natural. Typical 0.15–1.
tractionHelperStrengthMinimum tractionHelperStrengthMinimum — .1 0 – 1 The weakest the traction helper may be set on any car while this preset is active. Typical 0.025–0.5.
tractionHelperStrengthMaximum tractionHelperStrengthMaximum — 1 0 – 1 The strongest the traction helper may be set on any car while this preset is active. Typical 0.05–1.
angularDrag angularDrag — .1 0 – 10 How much every car resists being rotated at all. Higher = slow, heavy turning and a car that settles quickly after a knock. Lower = light and lively. Typical 0.2–0.4.
angularDragHelperMinimum angularDragHelperMinimum — .1 0 – 1 The weakest the angular drag helper may be set on any car while this preset is active. Typical 0.025–0.35.
angularDragHelperMaximum angularDragHelperMaximum — 1 0 – 1 The strongest the angular drag helper may be set on any car while this preset is active. Typical 0.15–0.5.
applyInertiaScale applyInertiaScale — false — On = this preset also sets how heavy each car feels to rotate, using the multipliers below. Off = every car keeps the rotational weight worked out from its own shape, which is the safe choice for an existing project.
inertiaScale inertiaScale — Vector3.one — How heavy each car feels to rotate about each axis, as a multiplier. X = nose-dive and squat, Y = how eagerly it turns into a corner, Z = body lean. 1 = leave it alone. Below 1 = lighter and more nervous, above 1 = heavier and more stable. Lowering Y is the classic arcade trick. Typical 0.85–1.15.
suspensionSpringMultiplier suspensionSpringMultiplier — 1 0.25 – 3 Scales every car's suspension springs while this preset is active. 1 = leave them alone. Above 1 = stiffer and flatter through corners, like a sports car. Below 1 = softer, and the car leans and dips more. Typical 0.75–1.5.
suspensionDamperMultiplier suspensionDamperMultiplier — 1 0.25 – 3 Scales every car's suspension dampers while this preset is active. 1 = leave them alone. Higher = the car settles at once after a bump. Lower = it keeps floating. Usually moved together with the spring multiplier. Typical 0.75–1.5.
wheelSubstepProfile wheelSubstepProfile — RCCP_WheelSubstepProfile.Realistic — How finely the wheel physics are worked out while this preset is active. Higher settings cost more performance but stop stiff or fast cars jittering and bouncing off the road. Realistic is the safe default; High speed suits very fast or very stiff cars.
antiRollMinimum antiRollMinimum N 500 min 0 The least each axle may resist the body leaning in corners while this preset is active. A car set softer than this is raised to it, so nothing in the fleet rolls over in a corner. Typical 500–5000.
gearShiftingThreshold gearShiftingThreshold — .8 .1 – .9 How far up the RPM range an automatic gearbox waits before shifting up. Higher = each gear is held longer and the car feels sportier. Lower = it shifts up early and feels relaxed. Typical 0.6–0.9.
gearShiftingDelayMinimum gearShiftingDelayMinimum s .15 0 – 1 The quickest gear change any car may have while this preset is active. Lower = snappy, race-car shifts. Typical 0.1–0.2.
gearShiftingDelayMaximum gearShiftingDelayMaximum s .5 0 – 1 The slowest gear change any car may have while this preset is active. Higher = lazy shifts with a clear gap in the power. Typical 0.2–0.8.
forwardExtremumSlip_F forwardExtremumSlip_F — .4 min 0 How much faster than the road the front wheels have to spin before they grip their hardest under power or braking. Higher = the tire takes longer to grip and wheelspin feels lazier. Typical 0.3–0.5.
forwardExtremumValue_F forwardExtremumValue_F — 1 min 0 The most grip the front wheels can give under power or braking. Higher = shorter stops. Typical 1.
forwardAsymptoteSlip_F forwardAsymptoteSlip_F — .8 min 0 How much the front wheels have to spin before their grip settles at the sliding value below. Typical 0.6–0.9.
forwardAsymptoteValue_F forwardAsymptoteValue_F — .5 min 0 How much grip is left on the front wheels once they are spinning or fully locked. Lower = a locked front wheel goes nowhere. Typical 0.5–0.8.
forwardExtremumSlip_R forwardExtremumSlip_R — .4 min 0 How much faster than the road the rear wheels have to spin before they grip their hardest under power or braking. Typical 0.3–0.5.
forwardExtremumValue_R forwardExtremumValue_R — .95 min 0 The most grip the rear wheels can give under power or braking. Slightly lower than the front value makes the car lively out of a corner. Typical 0.9–1.
forwardAsymptoteSlip_R forwardAsymptoteSlip_R — .75 min 0 How much the rear wheels have to spin before their grip settles at the sliding value below. Typical 0.6–0.9.
forwardAsymptoteValue_R forwardAsymptoteValue_R — .5 min 0 How much grip is left on the rear wheels once they are spinning or fully locked. Lower = easier burnouts and longer wheelspin. Typical 0.5–0.8.
sidewaysExtremumSlip_F sidewaysExtremumSlip_F — .4 min 0 How far the front tires have to slide sideways before they grip their hardest. Higher = the car slides a little before it grips, which feels softer. Typical 0.25–0.4.
sidewaysExtremumValue_F sidewaysExtremumValue_F — 1 min 0 The most cornering grip the front wheels can give. Higher = the car turns harder before the front starts to slide wide. Typical 1.
sidewaysAsymptoteSlip_F sidewaysAsymptoteSlip_F — .5 min 0 How far the front tires have to slide before their grip settles at the sliding value below. Typical 0.5–0.8.
sidewaysAsymptoteValue_F sidewaysAsymptoteValue_F — .75 min 0 How much cornering grip the front wheels keep once they are fully sliding. Higher = the driver can still steer through a slide. Typical 0.6–0.8.
sidewaysExtremumSlip_R sidewaysExtremumSlip_R — .4 min 0 How far the rear tires have to slide sideways before they grip their hardest. Typical 0.25–0.4.
sidewaysExtremumValue_R sidewaysExtremumValue_R — 1.05 min 0 The most cornering grip the rear wheels can give. A little above the front value keeps the car stable; below it makes the rear slide out easily. Typical 1–1.1.
sidewaysAsymptoteSlip_R sidewaysAsymptoteSlip_R — .5 min 0 How far the rear tires have to slide before their grip settles at the sliding value below. Typical 0.5–0.8.
sidewaysAsymptoteValue_R sidewaysAsymptoteValue_R — .8 min 0 How much cornering grip the rear wheels keep once they are fully sliding. Higher = long, controllable drifts. Lower = the rear lets go suddenly. Typical 0.7–0.9.

RCCP_GroundMaterials

The list of road surfaces in this project. Each one says how much grip it gives, how loud and which way the tires sound on it, and what marks and dust they leave behind. Every wheel on every car looks its surface up here.

Inspector sections, in order: Road surfaces, Terrain surfaces.

Setting Code name Unit Default Range What it does
frictions frictions — — — Every surface in the project, in order. The first one is the default and is used wherever a collider carries no physics material of its own. Use the button at the bottom to add one and the red X to remove one.
Terrain physics materials terrainFrictions — — — Which of the surfaces above a Unity terrain uses, layer by layer, so grass, gravel and mud on one terrain each feel different. Add an entry per surface and list the terrain paint layers that use it.

RCCP_GroundMaterials+GroundMaterialFrictions

Setting Code name Unit Default Range What it does
Physics material groundMaterial — — — The physics material that identifies this surface. A wheel gets these settings whenever it is on a collider carrying this material. The first entry in the list is used wherever a collider has none.
Grip under power forwardStiffness — 1 min 0 How much grip this surface gives under power and braking. Higher = the wheels find grip and stop spinning up. 1.25 = the shipped asphalt; ice around 0.3–0.5.
Cornering grip sidewaysStiffness — 1 min 0 How much grip this surface gives in corners. Higher = the car holds its line; lower = it slides wide. Usually moved together with the grip under power. 1.25 = the shipped asphalt; ice around 0.3–0.5.
Skid starts at slip — .25 min 0 How much a wheel has to slide on this surface before it counts as skidding and starts leaving marks, dust and noise. Lower = gravel and grass react to the slightest movement. Higher = only a real slide shows. The shipped surfaces run 0.05 (sand) to 0.3 (asphalt).
Spin damping damp — 1 min 0 How quickly a wheel's own spinning is slowed on this surface, which is what keeps the wheel physics steady. Higher = wheels settle fast and spin up reluctantly; lower = they spin more freely. Eased to half strength while the wheel is under power. The shipped surfaces run 0.5 (asphalt) to 5 (sand).
Skid volume volume — 1 0 – 1 How loud the skid sound gets on this surface at full slide. Lower it on quiet surfaces like grass and snow. Typical 0.6–1.
Full volume at volumeSlipRange — .4 min .01 How much more slide beyond "Skid starts at" it takes for the skid to reach full volume. Lower = the skid comes up sharply the moment the tire lets go. Higher = it builds slowly and an ordinary slide stays quiet. Typical 0.3–0.6.
Dust & smoke groundParticles — — — The dust, smoke or spray thrown up where a sliding tire meets this surface. Leave it empty for a surface that should throw up nothing.
Skid sound groundSound — — — The sound a sliding tire makes on this surface — a squeal on asphalt, a hiss on gravel. Leave it empty for a silent surface.
Skidmarks skidmark — — — The marks a sliding tire leaves on this surface. Each entry has its own color and texture, so black rubber on asphalt and pale ruts in sand can both be right.

RCCP_GroundMaterials+TerrainFrictions

Setting Code name Unit Default Range What it does
groundMaterial groundMaterial — — — The surface these terrain layers behave as. Point it at one of the physics materials from the list above.
splatmapIndexes splatmapIndexes — — — Which of the terrain's paint layers use this surface. Add one entry per layer.

RCCP_GroundMaterials+SplatmapIndexes

Setting Code name Unit Default Range What it does
index index — — — The number of the terrain paint layer, counting from 0 in the order the layers appear on the terrain itself.

RCCP_AeroDynamics

Where the car's weight sits, what the air does to it at speed, and how heavy it feels to rotate. Also flips the car back onto its wheels if it ends up on its roof.

Inspector sections, in order: Drag & downforce, Inertia tensor.

Setting Code name Unit Default Range What it does
Follow the center of mass dynamicCOM — false — On = the car's weight is re-read from the center-of-mass marker every physics step, so a script can slide the weight about while driving — useful for a load that shifts. Off = it is read once at the start, which is what almost every car wants.
Ignore drag while accelerating ignoreRigidbodyDragOnAccelerate — false — On = air drag is faded out while the throttle is pressed, so the car reaches its stated top speed easily. Off = drag always applies, which is more realistic but can leave the car short of its top speed.
Downforce downForce — 10 min 0 How hard the air presses the car onto the road as it speeds up, pushing down through the wheels. Higher = far more cornering grip at speed, like a race car with a wing. 0 = none. Typical 5–25.
Air resistance airResistance — 10 0 – 100 How hard the air holds the car back. Higher = a lower top speed and a car that slows quickly when you release the throttle. Lower = it keeps rolling on and on. Typical 5–20.
Rolling resistance wheelResistance — 10 0 – 100 How much the tires and the drivetrain hold the car back while it is rolling. Higher = it coasts to a stop quickly, like a heavy truck. Lower = it rolls freely. Typical 5–20.
Flip the car back over autoReset — true — On = a car that ends up on its roof and stops moving is lifted and set back on its wheels by itself, so the player is never stranded. Off = it stays where it landed.
Wait before flipping autoResetTime s 3 min 0 How long the car has to lie on its roof, almost still, before it is set back on its wheels. Higher = the player gets a moment to rock it back themselves. Typical 2–5.
Override inertia tensor overrideInertiaTensor — false — On = you decide how heavy this car feels to rotate, with the settings below. Off = it is worked out from the car's own shape, which is what almost every car wants. A behavior preset can switch this on and write the multipliers itself.
Override mode inertiaTensorMode — InertiaTensorMode.Multiplier — Multiplier scales what was worked out from the car's shape, so the same numbers suit a kart and a truck — use this one. Absolute replaces it with exact figures, which only ever suit the one car they were measured on.
Pitch · yaw · roll multiplier inertiaTensorScale — Vector3.one — How heavy this car feels to rotate about each axis. Pitch = nose-dive and squat, Yaw = how eagerly it turns into a corner, Roll = body lean. 1 = leave it alone. Below 1 = lighter and more nervous, above 1 = heavier and more stable. Lowering Yaw is the classic arcade trick.
Exact inertia tensor inertiaTensorAbsolute kg·m² — — The exact figures to use instead of working them out from the car's shape. Pitch, Yaw and Roll in that order. Only used with the Absolute method, and only worth touching if you have real measured numbers for this vehicle.

Everything else

Components and settings that do not yet carry reviewed Inspector copy. The code name, default and range are read from source; the description is the component's own tooltip where it has one.

RCCP_AI

Setting Code name Unit Default Range What it does
agressiveness agressiveness — 2 0 – 3 Driving aggressiveness factor.
behaviour behaviour — BehaviourType.RaceWaypoints — Select the AI behavior mode: FollowWaypoints, RaceWaypoints, FollowTarget, or ChaseTarget.
chasePredictionTime chasePredictionTime — 1 min 0 Prediction time for intercepting targets in ChaseTarget mode.
checkStuck checkStuck — true — Enable stuck detection and recovery.
followTargetDistance followTargetDistance — 5 min 0 Distance to maintain behind target in FollowTarget mode.
kd kd — .02 min 0 Derivative gain for speed control.
ki ki — .01 min 0 Integral gain for speed control.
kp kp — .2 min 0 Proportional gain for speed control.
lookAheadPerKph lookAheadPerKph — .25 min 0 Additional look-ahead per km/h of speed.
maxBrake maxBrake — 1 0 – 1 Maximum brake input (0 to 1).
maxThrottle maxThrottle — 1 0 – 1 Maximum throttle input (0 to 1).
minLookAhead minLookAhead — 5 min 0 Minimum look-ahead distance in meters when stationary.
raceLookAhead raceLookAhead — 36 min 0 Additional look-ahead distance in meters when racing.
reverseNow reverseNow — false — Force the AI to reverse.
roadGrip roadGrip — 1.1 min 0 Friction coefficient for safe cornering speed calculation.
steerSensitivity steerSensitivity — 3 0 – 5 Steering sensitivity multiplier.
stopAtEnd stopAtEnd — false — When TRUE, the AI stops at the last waypoint instead of looping back to the first (one-shot route).
stopNow stopNow — false — Force the AI to stop.
target target — — — Target Transform for FollowTarget or ChaseTarget behaviors.
waypointReachThreshold waypointReachThreshold — 25 min 0 Distance in meters at which a waypoint is considered reached.
waypointsContainer waypointsContainer — — — Container holding the list of waypoints for waypoint-based behaviors.

RCCP_AIBrakeZone

Setting Code name Unit Default Range What it does
targetSpeed targetSpeed — 50 5 – 360 Speed (km/h) the AI will slow down to while inside this zone.

RCCP_AIBrakeZonesContainer

Setting Code name Unit Default Range What it does
brakeZones brakeZones — — — All brake zones contained in this group (auto-populated from children).

RCCP_AIDynamicObstacleAvoidance

Setting Code name Unit Default Range What it does
autoDetectObstacles autoDetectObstacles — true — Enable to automatically populate possibleObstacles from scene colliders within radius.
avoidanceDirection avoidanceDirection — — — World-space direction to steer toward to avoid the obstacle.
avoidanceUrgency avoidanceUrgency — — — Urgency level from 0 (no urgency) to 1 (immediate action required).
brakeInput brakeInput — — — Computed braking input sent to the AI controller.
brakeIntensity brakeIntensity — — — Brake force intensity from 0 (none) to 1 (full braking).
canSafelyPass canSafelyPass — — — True if vehicle can pass obstacle without significant steering or braking.
collisionPoint collisionPoint — — — Predicted world position where collision would occur.
collisionRisk collisionRisk — — — Collision probability from 0 (no risk) to 1 (certain collision).
detectionRadius detectionRadius — 10 — Maximum detection radius for auto-detecting obstacles.
distance distance — — — Distance in meters from the agent to the obstacle.
dynamicObstacleLayers dynamicObstacleLayers — — — Select layers to consider for automatic detection.
emergencyBrakeDistance emergencyBrakeDistance — 2 — Distance at which maximum braking is applied
highestRisk highestRisk — — — The highest-risk obstacle assessment from the current evaluation frame.
isValid isValid — — — Whether this analysis contains usable avoidance data.
maxBrakeInput maxBrakeInput — 1 — Maximum brake input magnitude (0-1)
maxSteerInput maxSteerInput — 1 — Maximum steering input magnitude (0-1)
minSpeedThreshold minSpeedThreshold — 0.5 — Minimum speed threshold for avoidance (m/s)
poolUpdateInterval poolUpdateInterval — 0.2 — Update interval for path prediction and obstacle pool refresh.
possibleObstacles possibleObstacles — — — Manual list of obstacle Transforms. Use AddObstacle/RemoveObstacle to manage.
predictionTime predictionTime — 1 — Seconds to look ahead when predicting agent and obstacle positions.
riskThreshold riskThreshold — 0.3 — Minimum risk threshold to trigger avoidance (0-1)
risks risks — — — List of risk assessments calculated for all nearby obstacles.
safeAvoidanceDirection safeAvoidanceDirection — — — Calculated direction with lowest collision risk for avoidance.
safetyMargin safetyMargin — 0.5 — Safety margin added to vehicle dimensions
sampleSpacing sampleSpacing — 1 — Maximum spacing (in meters) between raycast samples on obstacle bounds.
steerInput steerInput — — — Computed steering avoidance input sent to the AI controller.
steerSensitivity steerSensitivity — 2 — Multiplier for steering sensitivity
timeToCollision timeToCollision — — — Estimated seconds until potential collision occurs.
vehicleLength vehicleLength — 4 — Vehicle length for collision prediction
vehicleWidth vehicleWidth — 2 — Vehicle width for collision prediction

RCCP_AIWaypointsContainer

Setting Code name Unit Default Range What it does
groundLayerMask groundLayerMask — Physics.DefaultRaycastLayers — Layers to include when raycasting for ground placement.
groundOffset groundOffset — 1 min 0 Height offset above ground when placing waypoints via raycast.
smoothingSubdivisions smoothingSubdivisions — 5 min 1 Number of Catmull-Rom subdivisions per segment when smoothing the path.
waypoints waypoints — — — All waypoints belonging to this container (auto-populated from children).

RCCP_AddonPackages

Setting Code name Unit Default Range What it does
BCGSharedAssets BCGSharedAssets — — — Installer package for BCG shared assets (character controller, UI).
HDRPShaders_6 HDRPShaders_6 — — — Installer package for HDRP shaders (Unity 6).
HDRPVolumeProfile HDRPVolumeProfile — — — Installer package for the HDRP Volume Profile prefab.
PhotonPUN2 PhotonPUN2 — — — Installer package for Photon PUN2 multiplayer integration.
ProFlare ProFlare — — — Installer package for ProFlare lens flare integration.
RTC RTC — — — Installer package for Realistic Traffic Controller integration.
URPShaders_6 URPShaders_6 — — — Installer package for URP shaders (Unity 6).
builtinShaders builtinShaders — — — Installer package for built-in render pipeline shaders.
demoPackage demoPackage — — — Installer package for RCCP demo content scenes and assets.
mirror mirror — — — Installer package for Mirror networking integration.

RCCP_Caliper

Setting Code name Unit Default Range What it does
wheelCollider wheelCollider — — — RCCP WheelCollider this caliper follows for position and steering rotation.

RCCP_CameraCarSelection

Setting Code name Unit Default Range What it does
angle angle — 10 min 0 Fixed vertical pitch angle of the camera in degrees (elevation above the target).
distance distance — 5 min 0 Orbit radius from the target in world units.
speed speed — 25 min 0 Horizontal orbit speed in degrees per second.
target target — — — The vehicle or object the showroom camera orbits around.

RCCP_CarSelectionExample

Setting Code name Unit Default Range What it does
RCCCamera RCCCamera — — — RCCP Camera used for orbiting around the vehicle during selection.
isNight isNight — false — When enabled, spawned vehicles will have their low beam headlights turned on.
menuCanvasGroup menuCanvasGroup — — — Optional CanvasGroup for the selection UI. Made non-interactable while the warm-up runs.
nextScene nextScene — — — Scene to load after confirming vehicle selection (leave empty to stay).
onWarmUpCompleted onWarmUpCompleted — — — Raised when the warm-up pass completes and the menu becomes interactive.
selectedIndex selectedIndex — 0 min 0 Index of the currently selected vehicle in the demo vehicles list.
spawnPosition spawnPosition — — — World position and rotation where vehicles are spawned.
warmUpAllVehicles warmUpAllVehicles — true — Activate every vehicle once at load so the player never pays first-activation cost while browsing. Costs ~2-3 seconds of loading on the shipped demo fleet.
warmUpTimeoutPerVehicle warmUpTimeoutPerVehicle — 10 min 1 Seconds to wait for one vehicle to finish warming up before giving up on it and moving on.

RCCP_ChangableWheels

Setting Code name Unit Default Range What it does
wheels wheels — — — All available wheel presets that can be equipped at runtime.

RCCP_ChangableWheels+ChangableWheels

Setting Code name Unit Default Range What it does
wheel wheel — — — Wheel prefab to instantiate when this wheel set is equipped.

RCCP_CharacterController

Setting Code name Unit Default Range What it does
animator animator — — — Animator component driving the character's animations.
directionInput directionInput — 0 — Local-space forward velocity used to detect reversing.
driverDangerParameter driverDangerParameter — — — Animator bool parameter name for collision impact reaction.
driverReversingParameter driverReversingParameter — — — Animator bool parameter name for reversing state.
driverShiftingGearParameter driverShiftingGearParameter — — — Animator bool parameter name for gear shifting state.
driverSteeringParameter driverSteeringParameter — — — Animator float parameter name for steering input (-1 to 1).
gearInput gearInput — 0 0 – 1 Gear shift animation intensity (0-1) that decays over time.
impactInput impactInput — 0 0 – 1 Collision impact intensity (0-1) that decays over time.
reversing reversing — false — Whether the vehicle is currently moving backwards.
steerInput steerInput — 0 -1 – 1 Current smoothed steering input fed to the animator.

RCCP_CinematicCamera

Setting Code name Unit Default Range What it does
pivot pivot — — — Child object used as the animation pivot for cinematic camera movements.
targetFOV targetFOV — 60 min 0 Field of view used when the cinematic camera mode is active.

RCCP_ColorPickerBySliders

Setting Code name Unit Default Range What it does
blueSlider blueSlider — — — Slider controlling the blue channel (0-1).
color color — — — Currently selected color composed from the RGB sliders.
colorType colorType — ColorType.WheelSmoke — Which vehicle color property these sliders control.
greenSlider greenSlider — — — Slider controlling the green channel (0-1).
redSlider redSlider — — — Slider controlling the red channel (0-1).

RCCP_CrashCamera

Setting Code name Unit Default Range What it does
autoTrigger autoTrigger — true — Automatically start the cinematic on a qualifying impact. Turn off to trigger it only from script via RCCP.TriggerCrashCam().
cancelOnInput cancelOnInput — false — End the cinematic as soon as the player touches throttle, brake, steering or handbrake. Leave on so the player is never held in a shot they want out of.
crashFOV crashFOV — 21 10 – 120 Field of view the crash camera eases to, in degrees. Lower is tighter and more dramatic.
crashPitch crashPitch — 0.65 0.1 – 1 How far global audio pitch drops during the cinematic, for the classic slow-motion effect. 1 leaves audio untouched.
maximumDuration maximumDuration — 3 min 0.1 Maximum real seconds the cinematic runs. On a vehicle without the soft-body solver this is the only natural exit.
minimumDeltaV minimumDeltaV — 12 min 0 Minimum speed the car must instantly lose in a single impact, in m/s, before the cinematic fires. 12 is about 43 km/h of speed killed. Mass-independent, so one value works for every vehicle.
minimumDuration minimumDuration — 1 min 0 Minimum real seconds the shot is held, even if the crumple settles sooner. Guarantees the shot is long enough to read.
occlusionMask occlusionMask — ~0 — Layers that block the camera's view. A camera position with any of these between it and the impact point is rejected, so the shot never ends up inside a wall.
orbitSpeed orbitSpeed — 7 — How fast the camera orbits around the impact point during the cinematic, in degrees per second. 0 holds a locked-off shot.
recoverDuration recoverDuration — 0.75 min 0 Real seconds spent easing time back to normal speed when the cinematic ends. 0 snaps back instantly.
retriggerCooldown retriggerCooldown — 5 min 0 Minimum real seconds between two cinematics. Stops a tumbling wreck from firing the sequence over and over.
shotDistance shotDistance — 5 min 1 How far from the impact point the camera sits, in meters. The shot pushes in to 75% of this over the sequence.
slowMotionScale slowMotionScale — 0.25 0.05 – 1 How far time slows during the cinematic. 0.25 is about a 4x slowdown; 1 disables the slow motion entirely.

RCCP_CrashHammer

Setting Code name Unit Default Range What it does
hingePoint hingePoint — — — Pivot transform where the configurable joint attaches.
length length — 1 min 0 Amplitude of the oscillating force wave.
speed speed — 1 min 0 Frequency multiplier of the oscillating force wave.
torque torque — — — Torque direction and magnitude applied each physics step.

RCCP_CrashPress

Setting Code name Unit Default Range What it does
hingePoint hingePoint — — — Pivot transform where the configurable joint attaches.
length length — 1 min 0 Amplitude of the vertical oscillating force.
speed speed — 1 min 0 Frequency multiplier of the vertical oscillating force.

RCCP_CrashShredder

Setting Code name Unit Default Range What it does
direction direction — — — Local-space axis for the rotational torque.
force force — 1 min 0 Torque magnitude applied to spin the shredder.
hingePoint hingePoint — — — Pivot transform where the configurable joint attaches.

RCCP_CustomizationDemo

Setting Code name Unit Default Range What it does
RCCCamera RCCCamera — — — Main RCCP camera disabled during customization mode.
location location — — — Transform where the vehicle is teleported for customization.
modificationCanvas modificationCanvas — — — UI canvas containing the customization controls.
showroomCamera showroomCamera — — — Orbiting showroom camera activated during customization.
vehicle vehicle — — — Vehicle currently being customized (assigned at runtime).

RCCP_CustomizationSetups

Setting Code name Unit Default Range What it does
customization customization — — — Prefab for the suspension and handling customization UI panel.
decals decals — — — Prefab for the decal selection UI panel.
neons neons — — — Prefab for the neon underglow customization UI panel.
paints paints — — — Prefab for the paint color selection UI panel.
sirens sirens — — — Prefab for the siren and police light UI panel.
spoilers spoilers — — — Prefab for the spoiler selection UI panel.
upgrades upgrades — — — Prefab for the performance upgrade UI panel.
wheels wheels — — — Prefab for the wheel selection UI panel.

RCCP_CustomizationTrigger

Setting Code name Unit Default Range What it does
trigger trigger — — — Visual trigger zone object that gets hidden when customization is active.

RCCP_Damage+DamageData

Setting Code name Unit Default Range What it does
damagedMeshData damagedMeshData — — — Current mesh vertex positions after damage deformation.
damagedWheelData damagedWheelData — — — Current wheel collider positions and rotations after damage displacement.
dataVersion dataVersion — 0 — V2.58: save format version. 0 or absent = legacy (pre-zone) save.
lightData lightData — — — Per-light broken state: true if the light was destroyed by damage.
originalMeshData originalMeshData — — — Snapshot of original mesh vertex positions before any damage was applied.
originalWheelData originalWheelData — — — Snapshot of original wheel collider positions and rotations before damage.
partData partData — — — V2.58: per-detachable-part strength/broken state, index-matched to RCCP_Damage.parts.
wheelDeflated wheelDeflated — — — V2.58: per-wheel deflated state, index-matched to CarController.AllWheelColliders.
zoneHealth zoneHealth — — — V2.58: per-zone structural health (Front, Rear, Left, Right), 100 = intact.

RCCP_Demo

Setting Code name Unit Default Range What it does
cameraMode cameraMode — RCCP_Camera.CameraMode.TPS — Camera mode to apply when spawning a new vehicle.
isNight isNight — false — When enabled, spawned vehicles will have their low beam headlights turned on.
loadingIndicatorMinDuration loadingIndicatorMinDuration — .2 min 0 Minimum time (unscaled seconds) the overlay stays visible, so fast spawns don't flicker.
loadingIndicatorSubText loadingIndicatorSubText — "This may take a moment" — Smaller sub-label under the main label. Leave empty to hide it.
loadingIndicatorTextString loadingIndicatorTextString — "Loading vehicles..." — Main label shown on the loading overlay.
loadingIndicatorTimeout loadingIndicatorTimeout — 30 min 1 Maximum unscaled seconds to wait for deformation-solver initialization before closing the overlay and letting initialization continue in the background.
preWarmVehiclesOnStart preWarmVehiclesOnStart — true — Instantiate and warm up all demo vehicles behind the loading overlay at scene start. Every selection becomes instant, at the cost of a few seconds of loading and fleet memory. Disable for a lazy pool that fills on first selection.
repairOnReuse repairOnReuse — true — Repairs a pooled vehicle when it is reused, so a respawn still feels like a fresh vehicle.
showLoadingIndicator showLoadingIndicator — true — Shows a full-screen 'Preparing vehicle...' overlay through instantiation and deformation-solver initialization. The overlay is created at runtime, no scene setup required.
useVehiclePool useVehiclePool — true — Reuse spawned vehicles instead of destroying and re-instantiating them on every spawn. First selection of each vehicle instantiates once; every later switch is a cheap enable + transport.
warmUpTimeoutPerVehicle warmUpTimeoutPerVehicle — 10 min 1 Seconds to wait for one vehicle to finish warming up before giving up on it and moving on.

RCCP_DemoAIO

Setting Code name Unit Default Range What it does
back back — — — Back button that returns to the main AIO scene selection.
cityTrafficButtons cityTrafficButtons — — — UI buttons for Realistic Traffic Controller demo scenes.
cityTrafficInfo cityTrafficInfo — — — Info panel shown when Realistic Traffic Controller addon is not installed.
content content — — — Main content panel showing the demo scene selection menu.
credits credits — — — Credits panel displayed on the main AIO scene.
loading loading — — — Loading screen overlay displayed during scene transitions.
photonButtons photonButtons — — — UI buttons for Photon PUN2 multiplayer demo scenes.
photonInfo photonInfo — — — Info panel shown when Photon PUN2 addon is not installed.
sharedAssetsButtons sharedAssetsButtons — — — UI buttons for BCG Shared Assets enter/exit demo scenes.
sharedAssetsInfo sharedAssetsInfo — — — Info panel shown when BCG Shared Assets addon is not installed.

RCCP_DemoContent

Setting Code name Unit Default Range What it does
HDRPShadersContent HDRPShadersContent — — — High Definition Render Pipeline shader content package.
URPShadersContent URPShadersContent — — — Universal Render Pipeline shader content package.
builtinShadersContent builtinShadersContent — — — Built-in render pipeline shader content package.
content content — — — Removable demo assets (scenes, prefabs, materials) that can be cleaned from the project.
dontAskDemoContent dontAskDemoContent — false — When enabled, suppresses the prompt asking whether to install or remove demo content.
instanceId instanceId — 0 min 0 Unique instance identifier used for asset tracking.

RCCP_DemoScenes

Setting Code name Unit Default Range What it does
city_AIO city_AIO — — — Scene asset for the all-in-one city demo.
demo_APIBlank demo_APIBlank — — — Scene asset for the blank API testing scene.
demo_BlankMobile demo_BlankMobile — — — Scene asset for the blank mobile controls demo.
demo_CarSelection demo_CarSelection — — — Scene asset for the vehicle selection demo.
demo_City demo_City — — — Scene asset for the city driving demo.
demo_CityWithTraffic demo_CityWithTraffic — — — Scene asset for the city with traffic demo.
demo_City_AI demo_City_AI — — — Scene asset for the city AI traffic demo.
demo_Customization demo_Customization — — — Scene asset for the vehicle customization demo.
demo_Damage demo_Damage — — — Scene asset for the vehicle damage demo.
demo_FeatureLab demo_FeatureLab — — — Scene asset for the Feature Lab demo scene.
demo_OverrideInputs demo_OverrideInputs — — — Scene asset for the input override demo.
demo_Replay demo_Replay — — — Scene asset for the instant replay demo scene.
demo_StabilityTest demo_StabilityTest — — — Scene asset for the stability test demo.
demo_Transport demo_Transport — — — Scene asset for the vehicle transport demo.
demo_protototype demo_protototype — — — Scene asset for the prototype testing scene.
instanceId instanceId — 0 min 0 Unique instance identifier used for asset tracking.
path_city_AIO path_city_AIO — — — Cached build-settings path for the all-in-one city scene.
path_demo_APIBlank path_demo_APIBlank — — — Cached build-settings path for the blank API scene.
path_demo_BlankMobile path_demo_BlankMobile — — — Cached build-settings path for the blank mobile scene.
path_demo_CarSelection path_demo_CarSelection — — — Cached build-settings path for the vehicle selection scene.
path_demo_City path_demo_City — — — Cached build-settings path for the city driving scene.
path_demo_CityWithAI path_demo_CityWithAI — — — Cached build-settings path for the city AI traffic scene.
path_demo_CityWithTraffic path_demo_CityWithTraffic — — — Cached build-settings path for the city with traffic scene.
path_demo_Customization path_demo_Customization — — — Cached build-settings path for the customization scene.
path_demo_Damage path_demo_Damage — — — Cached build-settings path for the damage demo scene.
path_demo_FeatureLab path_demo_FeatureLab — — — Cached build-settings path for the Feature Lab scene.
path_demo_OverrideInputs path_demo_OverrideInputs — — — Cached build-settings path for the input override scene.
path_demo_Replay path_demo_Replay — — — Cached build-settings path for the instant replay scene.
path_demo_StabilityTest path_demo_StabilityTest — — — Cached build-settings path for the stability test scene.
path_demo_Transport path_demo_Transport — — — Cached build-settings path for the transport demo scene.
path_demo_protototype path_demo_protototype — — — Cached build-settings path for the prototype scene.

RCCP_DemoVehicles

Setting Code name Unit Default Range What it does
instanceId instanceId — 0 min 0 Unique instance identifier used for asset tracking.
vehicles vehicles — — — Prefab array of all spawnable demo vehicles.

RCCP_DetachablePart

Setting Code name Unit Default Range What it does
COM COM — — — Optional center of mass override; if assigned, the part's rigidbody COM is moved here at Awake
addTorqueAfterLoose addTorqueAfterLoose — Vector3.zero — Local-space torque applied each frame when loose, simulating the part flapping at speed
deactiveAfterSeconds deactiveAfterSeconds — 5 min 0 Seconds after full detachment before the part GameObject is deactivated
detachPoint detachPoint — 0 min 0 Strength threshold at which the part fully detaches and becomes a free rigidbody
isDetachable isDetachable — true — Whether this part can fully separate from the vehicle once strength drops below the detach point
lockAtStart lockAtStart — true — Lock all Configurable Joint motions at Start so the part stays rigidly attached until damaged
loosePoint loosePoint — 50 min 0 Strength threshold at which the joint unlocks and the part begins to wobble
onDamaged onDamaged — — — —
partType partType — DetachablePartType.Hood — Identifies this panel's role on the vehicle, used for damage-weight multipliers
strength strength — 100 min 0 Current structural integrity; decreases on each collision until the part loosens or detaches
useDamageWeighting useDamageWeighting — true — —

RCCP_Exhausts

Setting Code name Unit Default Range What it does
Exhaust Exhaust — > _exhausts — —

RCCP_FOVForCinematicCamera

Setting Code name Unit Default Range What it does
FOV FOV — 30 min 0 Target field of view (degrees) driven by the animation clip on this cinematic camera shot.

RCCP_FeatureLab

Setting Code name Unit Default Range What it does
spawnAnchor spawnAnchor — — — Scene anchor used by the Systems category's Respawn action. Wired by the scene (or the vehicle selector).
trailerAnchor trailerAnchor — — — Scene anchor used by the Systems category's Teleport To Trailer action. Wired by the scene.

RCCP_FeatureLabUI

Setting Code name Unit Default Range What it does
startOpen startOpen — true — —

RCCP_FeatureLabUI+Row

Setting Code name Unit Default Range What it does
card card — — — —
cardReadout cardReadout — — — —
cardReason cardReason — — — —
cardReset cardReset — — — —
ctrlGroup ctrlGroup — — — —
entry entry — — — —
enumLabel enumLabel — — — —
group group — — — —
root root — — — —
slider slider — — — —
statusLabel statusLabel — — — —
suppress suppress — — — —
toggle toggle — — — —
valueLabel valueLabel — — — —

RCCP_FeatureLabVehicleSelector

Setting Code name Unit Default Range What it does
displayNames displayNames — — — Optional display names parallel to vehiclePrefabs. Empty entries fall back to prefab name.
spawnPoint spawnPoint — — — Spawn anchor in the scene. Used only when no active player vehicle exists — subsequent spawns inherit the current vehicle's position, yaw, and velocity.
vehiclePrefabs vehiclePrefabs — — — Vehicle prefabs, in bar order. Wired in the scene — direct references, no registry.

RCCP_FixedCamera

Setting Code name Unit Default Range What it does
canTrackNow canTrackNow — false — Whether the fixed camera is actively tracking the vehicle.
maxDistance maxDistance — 50 min 0 Maximum distance before the camera repositions to a new fixed viewpoint.
maximumFOV maximumFOV — 60 min 0 Widest field of view when the vehicle is close.
minimumFOV minimumFOV — 20 min 0 Narrowest field of view when the vehicle is far away.

RCCP_GamepadIcons

Setting Code name Unit Default Range What it does
buttonEast buttonEast — — — East face button icon (B on Xbox, Circle on PlayStation).
buttonNorth buttonNorth — — — North face button icon (Y on Xbox, Triangle on PlayStation).
buttonSouth buttonSouth — — — South face button icon (A on Xbox, Cross on PlayStation).
buttonWest buttonWest — — — West face button icon (X on Xbox, Square on PlayStation).
dpad dpad — — — Directional pad base icon.
dpadDown dpadDown — — — D-pad down direction icon.
dpadLeft dpadLeft — — — D-pad left direction icon.
dpadRight dpadRight — — — D-pad right direction icon.
dpadUp dpadUp — — — D-pad up direction icon.
leftShoulder leftShoulder — — — Left shoulder bumper icon (LB on Xbox, L1 on PlayStation).
leftStick leftStick — — — Left analog stick icon.
leftStickPress leftStickPress — — — Left stick press icon (L3).
leftTrigger leftTrigger — — — Left trigger icon (LT on Xbox, L2 on PlayStation).
ps4 ps4 — — — Icon sprite set used for PlayStation DualSense gamepad bindings.
rightShoulder rightShoulder — — — Right shoulder bumper icon (RB on Xbox, R1 on PlayStation).
rightStick rightStick — — — Right analog stick icon.
rightStickPress rightStickPress — — — Right stick press icon (R3).
rightTrigger rightTrigger — — — Right trigger icon (RT on Xbox, R2 on PlayStation).
selectButton selectButton — — — Select or View button icon.
startButton startButton — — — Start or Menu button icon.
xbox xbox — — — Icon sprite set used for Xbox-compatible gamepad bindings.

RCCP_GasStation

Setting Code name Unit Default Range What it does
refillSpeed refillSpeed — 1 min 0 Rate at which the fuel tank is refilled per second while the vehicle is inside the trigger zone.

RCCP_GroundMaterials+TerrainFrictions+SplatmapIndexes

Setting Code name Unit Default Range What it does
index index — 0 min 0 The number of the terrain paint layer, counting from 0 in the order the layers appear on the terrain itself.

RCCP_InputActions

Setting Code name Unit Default Range What it does
inputActions inputActions — — — Input System actions asset defining all vehicle control bindings.

RCCP_InputManager

Setting Code name Unit Default Range What it does
inputActionsInstance inputActionsInstance — null — Runtime instance of the Input Actions asset used for binding resolution.
inputs inputs — — — Live input values collected from keyboard, gamepad, or mobile each frame.
overrideInputs overrideInputs — false — When enabled, device inputs are ignored and values from OverrideInputs() are used instead.

RCCP_LightCones

Setting Code name Unit Default Range What it does
cameraOverride cameraOverride — — — Optional. The camera beams are culled and faded against. Leave empty to use the RCCP scene manager active camera, falling back to Camera.main.
coneEndRadius coneEndRadius — 2.2 min 0 Beam radius at the far end. Wider = a softer floodlight, narrower = a tighter spot.
coneIntensity coneIntensity — 0.15 0 – 4 Overall beam brightness multiplier, on top of the real lamp own intensity. The default is deliberately low: these beams are ADDITIVE, and a scene without heavy post-exposure usually wants 0.5 - 1.
coneLength coneLength — 14 min 0 How far the beam reaches, in meters, from the lamp.
coneMaterial coneMaterial — — — Material for the beams. Leave empty and one is created at runtime from the 'BoneCracker Games/RCCP/Light Cone' shader.
coneStartRadius coneStartRadius — 0.12 min 0 Beam radius at the lamp. A headlight is a lens, not a point - a true apex aliases badly and makes the beam root shimmer.
coneTint coneTint — — — Beam color. Slightly warm reads as a halogen headlight; pure white reads as HID/LED.
cullDistanceMeters cullDistanceMeters — 70 min 1 Beams are not drawn at all beyond this camera distance. Should be greater than the fade start.
decalMaterialTemplate decalMaterialTemplate — — — Template material for the decal pool (the additive 'Light Splash Decal' shader). Only used in Decal/Auto mode on URP; a runtime copy is tinted from the beam color. Without it, Auto falls back to the quad pool.
disableRealHeadlights disableRealHeadlights — false — OPT-IN. Disables the vehicle real headlight Light components so only these fake beams illuminate. RCCP_Light keeps writing intensity to a disabled Light, so the lamp lens emissive still glows and only the (mostly invisible) realtime illumination goes away - which frees a realtime light slot per lamp. OFF by default: removing a customer own lighting without being asked is never correct. Restored when this component is disabled or removed.
edgeSoftness edgeSoftness — 5 0 – 8 How quickly the beam fades at its silhouette. This is what makes a hollow cone read as a volume - 0 gives a hard-edged shell.
fadeStartMeters fadeStartMeters — 45 min 0 Beams start fading out at this camera distance, in meters.
falloffPower falloffPower — 1.6 0.1 – 6 Shapes the brightness ramp from lamp to beam end. 1 = linear; higher concentrates the brightness near the lamp.
frontFade frontFade — 0.5 0 – 1 Brightness multiplier when the camera looks straight into the lamp from in front. Damps the additive blow-out without killing oncoming headlights entirely. 1 = no damping.
groundMask groundMask — ~0 — Which layers count as road when the pool raycasts down to find the ground.
groundMode groundMode — GroundMode.Auto — How the ground pool renders. Auto (recommended) uses URP decal projectors when the active renderer carries a DecalRendererFeature and is not deferred - they conform to kerbs and camber and splash onto cars ahead - and flat quads otherwise.
groundPoolEnabled groundPoolEnabled — true — Draw the lit pool of light on the road ahead of the vehicle. This is what actually sells 'headlights on' - the beam alone reads as fog.
groundRaycastIntervalSeconds groundRaycastIntervalSeconds — 0.1 0 – 0.5 How often (seconds) the pool re-raycasts for the road surface. This refreshes the ground HEIGHT and TILT only - the pool still follows the car every frame - so raising it is cheap and safe on flat streets. Lower it if pools visibly climb kerbs or ramps late. 0 = raycast every frame.
lengthSegments lengthSegments — 3 1 – 12 Rings along the beam. More than 1 lets the brightness curve along the beam instead of ramping linearly.
minLampIntensity minLampIntensity — 0.05 0 – 1 Lamp brightness, as a fraction of its own configured maximum, below which the beam is skipped entirely.
poolFalloffPower poolFalloffPower — 1.5 0.1 – 6 Shapes the pool fade from center to rim. 1 = linear; higher keeps a tighter hot center.
poolForwardOffset poolForwardOffset — 7 — How far ahead of the vehicle the pool is centered, in meters.
poolGridSegments poolGridSegments — 24 2 – 32 Grid resolution of the pool mesh. The fade lives in vertex colors, so this controls how smooth it looks.
poolIntensity poolIntensity — 0.5 0 – 4 Pool brightness multiplier, on top of the brightest headlight own intensity. Like the beam, deliberately low by default. Linear over the whole range in both pool modes - the decal projector's own 0..1 fade carries the first unit and the splash shader's color multiplier carries the rest.
poolLength poolLength — 17 min 0 Pool length along the road, in meters.
poolMaterial poolMaterial — — — Material for the ground pool quad. Leave empty and one is created at runtime from the 'BoneCracker Games/RCCP/Light Cone' shader with the edge fade disabled.
poolWidth poolWidth — 8 min 0 Pool width across the road, in meters.
radialSegments radialSegments — 16 3 – 48 Segments around the beam axis. More = a rounder silhouette at more vertices.
softFadeFactor softFadeFactor — 1 0.01 – 3 How sharply the beam fades where it meets solid geometry. Only applies where the camera renders a depth texture.

RCCP_LightCones+Cone

Setting Code name Unit Default Range What it does
mesh mesh — — — —
rccpLight rccpLight — — — —
realLightWasEnabled realLightWasEnabled — true — —
referenceIntensity referenceIntensity — 1 — —
renderer renderer — — — —
tf tf — — — —
unityLight unityLight — — — —

RCCP_MainComponent

Setting Code name Unit Default Range What it does
_brakedAxles _brakedAxles — — — Which axles the brake pedal acts on. Read-only at runtime.
_handbrakedAxles _handbrakedAxles — — — Which axles the handbrake locks. Read-only at runtime.
_poweredAxles _poweredAxles — — — Which axles are receiving power right now. Set by each differential's drive type. Read-only at runtime.
_steeredAxles _steeredAxles — — — Which axles turn with the steering. Read-only at runtime.
components components — — — All RCCP vehicle subsystem components registered to this vehicle.
upgradeComponents upgradeComponents — — — All upgrade components (paint, spoiler, wheel, etc.) registered to this vehicle.

RCCP_MobileInputs

Setting Code name Unit Default Range What it does
brake brake — — — Touch button that provides brake input when held down.
brakeInput brakeInput — 0 0 – 1 Current processed brake value from mobile touch controls.
ebrake ebrake — — — Touch button that engages the handbrake (emergency brake) when held down.
ebrakeInput ebrakeInput — 0 0 – 1 Current processed handbrake value from mobile touch controls.
joystick joystick — — — On-screen joystick UI controller used when the joystick mobile mode is selected.
left left — — — Touch button that steers the vehicle to the left when held down.
mobileCanvas mobileCanvas — — — Root canvas GameObject toggled on/off based on the mobile controller setting.
nos nos — — — Touch button that activates the nitrous oxide boost when held down.
nosInput nosInput — 0 0 – 1 Current processed nitrous oxide value from mobile touch controls.
right right — — — Touch button that steers the vehicle to the right when held down.
steerInput steerInput — 0 -1 – 1 Current processed steering value; negative is left, positive is right.
steeringWheel steeringWheel — — — On-screen steering wheel UI controller used when the steering wheel mobile mode is selected.
throttle throttle — — — Touch button that provides throttle (gas) input when held down.
throttleInput throttleInput — 0 0 – 1 Current processed throttle value from mobile touch controls.

RCCP_Particles+WheelParticles

Setting Code name Unit Default Range What it does
allWheelParticles allWheelParticles — — — Slip particle systems for each ground friction material on this wheel.
wheelCollider wheelCollider — — — Wheel collider that drives the slip particle emission for this wheel.

RCCP_PhotoMode

Setting Code name Unit Default Range What it does
autoOrbitSpeed autoOrbitSpeed — 20 2 – 90 Auto-orbit rotation speed in degrees per second (turntable mode).
cameraMode cameraMode — PhotoCameraMode.Orbit — Active photo camera mode.
fieldOfView fieldOfView — 60 10 – 120 Current photo camera field of view (degrees). Seeded from the source camera on enter.
freeCamBoostMultiplier freeCamBoostMultiplier — 3 1 – 8 Free-cam speed multiplier while Left Shift is held.
freeCamLookSensitivity freeCamLookSensitivity — .036 .02 – 1 Free-cam mouse-look sensitivity (hold right mouse button to look).
freeCamMaxRadius freeCamMaxRadius — 40 min 5 Maximum distance (m) the free cam can move away from the vehicle.
freeCamMoveSpeed freeCamMoveSpeed — 3.6 min 1 Free-cam move speed in meters per second (WASD / QE).
maxDistance maxDistance — 20 min 1 Farthest orbit distance to the vehicle in meters.
maxFOV maxFOV — 90 60 – 179 Maximum field of view (degrees).
minDistance minDistance — 2.5 min .5 Closest orbit distance to the vehicle in meters.
minFOV minFOV — 20 5 – 60 Minimum field of view (degrees).
orbitSensitivity orbitSensitivity — .3 .1 – 5 Orbit sensitivity multiplier applied to the pointer delta.
superSize superSize — 2 1 – 4 Screenshot resolution multiplier. 2 on a 1080p screen captures 4K.
touchElevation touchElevation — 0 -1 – 1 Free-cam vertical elevation input (world up/down), from the on-screen Up/Down buttons.
touchLeftStick touchLeftStick — Vector2.zero — Left on-screen joystick value. Orbit: rotate. Free Cam: move. Fed by RCCP_UI_PhotoMode.
touchLookSpeed touchLookSpeed — 36 20 – 360 Touch free-cam look speed in degrees per second at full stick deflection.
touchOrbitSpeed touchOrbitSpeed — 36 20 – 360 Touch orbit speed in degrees per second at full stick deflection.
touchRightStick touchRightStick — Vector2.zero — Right on-screen joystick value. Orbit: zoom (Y). Free Cam: look. Fed by RCCP_UI_PhotoMode.
touchZoomSpeed touchZoomSpeed — 3.6 2 – 40 Touch zoom speed in meters per second at full stick deflection.
zoomSpeed zoomSpeed — .3 .1 – 5 Zoom speed in meters per scroll step.

RCCP_PoliceLights

Setting Code name Unit Default Range What it does
blueLights blueLights — — — Light components used for the blue flashing siren effect.
redLights redLights — — — Light components used for the red flashing siren effect.
sirenMode sirenMode — SirenMode.Off — Current siren operating state (On or Off).

RCCP_Prop

Setting Code name Unit Default Range What it does
destroyAfterCollision destroyAfterCollision — 3 min 0 Seconds to wait after a qualifying vehicle collision before destroying this prop. Set to 0 to disable auto-destroy.

RCCP_PrototypeContent

Setting Code name Unit Default Range What it does
instanceId instanceId — 0 min 0 Unique instance identifier used for asset tracking.
vehicles vehicles — — — Prefab array of all spawnable prototype vehicles.

RCCP_RainbowEmission

Setting Code name Unit Default Range What it does
cycleSpeed cycleSpeed — 0.25 0 – 2 Hue cycles per second. 0.25 = one full rainbow every 4 seconds.
intensity intensity — 1 0 – 10 Emission brightness multiplier. Use values > 1 together with HDR + Bloom for a glow effect.
targetName targetName — "Plane" — Name of the GameObject whose renderer emission color will cycle. Found once on Start via GameObject.Find.

RCCP_Recorder

Setting Code name Unit Default Range What it does
mode mode — RecorderMode.Neutral — Current operational state of the recorder: Neutral, Recording, or Playing back.
recorded recorded — — — The currently loaded or most recently saved recorded clip used for playback.

RCCP_Recorder+RecordedClip

Setting Code name Unit Default Range What it does
recordName recordName — "New Record" — Display name used to identify this recording in the records list.

RCCP_Recorder+VehicleInput

Setting Code name Unit Default Range What it does
NGear NGear — — — Whether neutral gear was engaged during this recorded frame.
brakeInput brakeInput — — — Recorded brake input value (0-1) for this frame.
clutchInput clutchInput — — — Recorded clutch input value (0-1) for this frame.
currentGear currentGear — — — Index of the gear that was active during this recorded frame.
direction direction — — — Recorded drive direction: 1 for forward, -1 for reverse.
gearInput gearInput — 1 — Gear input multiplier used during this recorded frame.
gearState gearState — — — Transmission state (changing, neutral, engaged) during this frame.
handbrakeInput handbrakeInput — — — Recorded handbrake input value (0-1) for this frame.
highBeamHeadLightsOn highBeamHeadLightsOn — — — Whether high-beam headlights were on during this recorded frame.
indicatorsAll indicatorsAll — — — Whether hazard lights (all indicators) were active during this recorded frame.
indicatorsLeft indicatorsLeft — — — Whether the left turn indicator was active during this recorded frame.
indicatorsRight indicatorsRight — — — Whether the right turn indicator was active during this recorded frame.
lowBeamHeadLightsOn lowBeamHeadLightsOn — — — Whether low-beam headlights were on during this recorded frame.
nosInput nosInput — — — Recorded nitrous/boost input value (0-1) for this frame.
steerInput steerInput — — — Recorded steering input value (-1 to 1) for this frame.
throttleInput throttleInput — — — Recorded throttle input value (0-1) for this frame.

RCCP_Recorder+VehicleTransform

Setting Code name Unit Default Range What it does
position position — — — World-space position of the vehicle at this recorded frame.
rotation rotation — — — World-space rotation of the vehicle at this recorded frame.

RCCP_Recorder+VehicleVelocity

Setting Code name Unit Default Range What it does
angularVelocity angularVelocity — — — Angular velocity of the vehicle's Rigidbody at this recorded frame.
velocity velocity — — — Linear velocity of the vehicle's Rigidbody at this recorded frame.

RCCP_Records

Setting Code name Unit Default Range What it does
records records — — — All saved record clips captured with the RCCP Recorder, available for playback.

RCCP_ReplayDirector

Setting Code name Unit Default Range What it does
allowResume allowResume — true — Let the player leave the replay driving on from the current moment (a flashback) instead of returning to where the replay began. Shows the replay bar's Resume button and enables RCCP.ResumeFromReplay(). Saved clips cannot be resumed.
autoCutMaxSeconds autoCutMaxSeconds — 7 min 0.5 Longest time in seconds the automatic camera director holds one shot before it cuts.
autoCutMinSeconds autoCutMinSeconds — 3 min 0.5 Shortest time in seconds the automatic camera director holds one shot before it may cut.
autoHideSeconds autoHideSeconds — 3 min 0 Seconds without input before the replay overlay fades out.
bufferSeconds bufferSeconds — 60 10 – 300 Seconds of history kept in the replay buffer. Read once when the director starts; memory grows linearly with it.
clipVehiclePrefabs clipVehiclePrefabs — — — Vehicle prefabs a saved replay clip may spawn when the recorded vehicle is not in the scene. Matched by name when a clip is played.
crashSlowMoScale crashSlowMoScale — 0.5 0.1 – 1 Replay speed used during crash slow motion (1 = no slow motion).
damageSnapshotBudgetMB damageSnapshotBudgetMB — 32 min 1 Memory budget in megabytes for pre-impact damage snapshots (roughly 1 MB each on a typical car). The oldest are evicted first; a replay whose start needs an evicted snapshot starts after that impact instead.
maxProps maxProps — 32 0 – 128 Maximum props recorded at once. Read once when the director starts.
maxResumes maxResumes — 0 min 0 How many resumes (flashbacks) the player gets before ResetResumeCount() is called, e.g. at the start of each race. 0 = unlimited. The replay bar's Resume button shows the remaining count and hides at zero.
maxVehicles maxVehicles — 8 1 – 16 How many vehicles are recorded at once — the nearest to the player vehicle (or the camera when there is no player). Read once when the director starts.
openAtCurrentMoment openAtCurrentMoment — true — Open the replay paused at the current moment (the end of the window), so the player rewinds from where they are. Off opens it playing from the start of the window. Saved clips always play from their beginning.
propRadius propRadius — 30 min 1 Radius in meters around each recorded vehicle searched for props, once per second.
recordProps recordProps — true — Record loose Rigidbodies (traffic cones, barrels, broken detachable parts) near recorded vehicles, so they replay too. Read once when the director starts.
recordWhenNoPlayer recordWhenNoPlayer — false — Keep recording while there is no player vehicle (participants are then ranked by distance to the player camera). Off by default, so an empty menu scene records nothing.
rewindSpeed rewindSpeed — 1 1 – 4 Multiplier on the replay speed while rewinding. 1 rewinds in real time; 2 covers ten seconds of history in five, closer to a flashback. Applies on top of the user speed.
slowMoOnCrashes slowMoOnCrashes — true — Slow the replay down around big impacts when the automatic camera director is running.

RCCP_SceneManager

Setting Code name Unit Default Range What it does
activeMainCamera activeMainCamera — — — Cached reference to the scene's main camera.
activePlayerCamera activePlayerCamera — — — Active RCCP Camera following the player vehicle.
activePlayerCanvas activePlayerCanvas — — — Active UI manager canvas for the player.
activePlayerVehicle activePlayerVehicle — — — Currently registered player vehicle receiving input.
allTerrains allTerrains — — — All active terrains discovered in the scene for surface detection.
allVehicles allVehicles — — — All RCCP vehicles currently present in the scene.
disableUIWhenNoPlayerVehicle disableUIWhenNoPlayerVehicle — false — Hide the UI canvas when no player vehicle is registered.
registerLastVehicleAsPlayer registerLastVehicleAsPlayer — true — Automatically register the last spawned vehicle as the player vehicle.

RCCP_SceneManager+Terrains

Setting Code name Unit Default Range What it does
alphamapHeight alphamapHeight — — — Height of the terrain alphamap in pixels.
alphamapWidth alphamapWidth — — — Width of the terrain alphamap in pixels.
mNumTextures mNumTextures — — — Number of terrain texture layers in the splatmap.
mTerrainData mTerrainData — — — Cached TerrainData for splatmap and alphamap access.
terrain terrain — — — Reference to the Unity Terrain component.
terrainCollider terrainCollider — — — Physics material assigned to the terrain collider.

RCCP_ShowroomCamera

Setting Code name Unit Default Range What it does
distance distance — 8 min 0 Distance from the target along the camera's forward axis.
dragSpeed dragSpeed — 10 min 0 Sensitivity multiplier for manual drag-to-orbit input.
maxY maxY — 35 -90 – 90 Highest vertical angle the camera can reach when orbiting.
minY minY — 5 -90 – 90 Lowest vertical angle the camera can reach when orbiting.
orbitSpeed orbitSpeed — 5 min 0 Speed of the automatic orbit rotation in degrees per second.
orbitX orbitX — 0 — Current horizontal orbit angle in degrees.
orbitY orbitY — 0 — Current vertical orbit angle in degrees.
orbitingNow orbitingNow — true — When enabled, the camera automatically rotates around the target.
smooth smooth — true — Smoothly interpolates camera position and rotation instead of snapping.
smoothingFactor smoothingFactor — 5 min 0 How quickly the camera interpolates to its target position and rotation.
target target — — — The transform the camera orbits around, typically the vehicle spawn point.

RCCP_Skidmarks

Setting Code name Unit Default Range What it does
groundOffset groundOffset — 0.02 min 0 Height offset in meters above the ground surface to prevent z-fighting.
maxMarks maxMarks — 1024 min 128 Maximum number of skidmark sections this instance can hold before recycling.
minDistance minDistance — .04 min 0 Minimum distance in meters between consecutive skidmark sections.

RCCP_Skidmarks+MarkSection

Setting Code name Unit Default Range What it does
intensity intensity — 0.0 — Opacity of the skidmark from 0 (invisible) to 1 (fully opaque).
lastIndex lastIndex — 0 — Index of the previous connected section (-1 if first in strip).
normal normal — Vector3.zero — Surface normal at the skidmark position.
pos pos — Vector3.zero — World position of the skidmark section center.
posl posl — Vector3.zero — Left edge world position of the skidmark quad.
posr posr — Vector3.zero — Right edge world position of the skidmark quad.
tangent tangent — Vector4.zero — Tangent vector used for mesh UV generation.

RCCP_SportyDamageUI

Setting Code name Unit Default Range What it does
canvasGroup canvasGroup — — — CanvasGroup to handle visibility (hides widget when no active vehicle is found).
criticalHeatThreshold criticalHeatThreshold — .5 0 – 1 Normalized engine heat (0-1) at or above which the vehicle counts as critical and the HUD is held visible.
displayMode displayMode — DisplayMode.ShowOnCollision — Always On = HUD is always visible. Show On Collision = HUD fades in only when damage occurs or a collision happens, then fades out.
fadeSpeed fadeSpeed — 3 — Fade speed for appearing and disappearing.
fireIntensitySlider fireIntensitySlider — — — Slider displaying the countdown intensity of fire until engine death.
fireWarningBadge fireWarningBadge — — — Flashing alert object activated when the engine catches fire.
frontZoneGlow frontZoneGlow — — — Overlay image that highlights the Front damage zone.
healthGradient healthGradient — — — Color gradient evaluated from intact (green) to fully damaged (red) to drive zone glow colors.
holdWhileCritical holdWhileCritical — true — Show On Collision only: keeps the HUD visible for as long as the vehicle stays in a critical state (engine on fire, radiator overheating, or a deflated tire) instead of fading out after the visibility duration.
leftZoneGlow leftZoneGlow — — — Overlay image that highlights the Left damage zone.
minCollisionForce minCollisionForce — 2.5 — Minimum collision relative velocity magnitude to trigger HUD fade-in.
normalColor normalColor — Color.white — Color of the zone glows when they are not damaged (intact).
rearZoneGlow rearZoneGlow — — — Overlay image that highlights the Rear damage zone.
rightZoneGlow rightZoneGlow — — — Overlay image that highlights the Right damage zone.
tempGaugeFill tempGaugeFill — — — Fill image of the radiator heat slider, color-graded to red on overheating.
tempSlider tempSlider — — — Slider displaying radiator/engine heat (0-1).
visibilityDuration visibilityDuration — 5 — How long (in seconds) the HUD remains visible after a collision or state change.
wheelFlatIcons wheelFlatIcons — — — Warning icons for the 4 wheels. Indexed as: Front-Left (0), Front-Right (1), Rear-Left (2), Rear-Right (3).

RCCP_Telemetry

Setting Code name Unit Default Range What it does
ABS ABS — — — Text showing ABS engagement status.
ESP ESP — — — Text showing ESP engagement status.
TCS TCS — — — Text showing TCS engagement status.
brake_P brake_P — — — Text showing player brake input value.
brake_V brake_V — — — Text showing final vehicle brake input value.
clutch_P clutch_P — — — Text showing player clutch input value.
clutch_V clutch_V — — — Text showing final vehicle clutch input value.
controllable controllable — — — Text showing whether the vehicle is controllable by the player.
engineRPM engineRPM — — — Text showing current engine RPM.
finalTorque finalTorque — — — Text showing differential final drive torque output.
gear gear — — — Text showing current gear (number, N, or R).
handbrake_P handbrake_P — — — Text showing player handbrake input value.
handbrake_V handbrake_V — — — Text showing final vehicle handbrake input value.
physicalSpeed physicalSpeed — — — Text showing the vehicle's physical speed.
steer_P steer_P — — — Text showing player steering input value.
steer_V steer_V — — — Text showing final vehicle steering input value.
throttle_P throttle_P — — — Text showing player throttle input value.
throttle_V throttle_V — — — Text showing final vehicle throttle input value.
wheelInfos wheelInfos — — — Per-wheel telemetry UI panels (expects at least 4 entries).
wheelSpeed wheelSpeed — — — Text showing average wheel speed in km/h.

RCCP_Telemetry+WheelInfo

Setting Code name Unit Default Range What it does
Angle_Wheel Angle_Wheel — — — Text displaying the wheel's current steering angle.
Brake_Wheel Brake_Wheel — — — Text displaying the brake torque applied to the wheel.
Force_Wheel Force_Wheel — — — Text displaying the suspension bump force on the wheel.
Forward_Wheel Forward_Wheel — — — Text displaying the wheel's forward slip value.
GroundHit_Wheel GroundHit_Wheel — — — Text displaying the ground collider the wheel is contacting.
RPM_Wheel RPM_Wheel — — — Text displaying the wheel's current RPM.
Sideways_Wheel Sideways_Wheel — — — Text displaying the wheel's sideways slip value.
Torque_Wheel Torque_Wheel — — — Text displaying the motor torque applied to the wheel.
wheelName wheelName — — — Text displaying the wheel collider GameObject name.

RCCP_Teleporter

Setting Code name Unit Default Range What it does
spawnPoint spawnPoint — — — Destination where the vehicle will be teleported on trigger entry.

RCCP_TrailerController+JointRestrictions

Setting Code name Unit Default Range What it does
angularMotionX angularMotionX — ConfigurableJointMotion.Limited — Angular X-axis rotation constraint of the trailer joint.
angularMotionY angularMotionY — ConfigurableJointMotion.Free — Angular Y-axis rotation constraint of the trailer joint.
angularMotionZ angularMotionZ — ConfigurableJointMotion.Limited — Angular Z-axis rotation constraint of the trailer joint.
motionX motionX — ConfigurableJointMotion.Free — Linear X-axis motion constraint of the trailer joint.
motionY motionY — ConfigurableJointMotion.Free — Linear Y-axis motion constraint of the trailer joint.
motionZ motionZ — ConfigurableJointMotion.Free — Linear Z-axis motion constraint of the trailer joint.

RCCP_TransportOnTrigger

Setting Code name Unit Default Range What it does
resetRotation resetRotation — true — Align the vehicle's rotation to the destination transform's rotation.
resetVelocity resetVelocity — true — Zero out the vehicle's linear and angular velocity after teleporting.
transportToHere transportToHere — — — Destination transform where the vehicle will be teleported upon entering the trigger.

RCCP_UIController

Setting Code name Unit Default Range What it does
gravity gravity — 5 min 0 How fast the input falls back to zero when the button is released.
input input — 0 0 – 1 Current normalized input value output by this controller (0 to 1).
isPressing isPressing — false — Whether the player is currently pressing this UI button.
sensitivity sensitivity — 5 min 0 How fast the input ramps up while the button is held down.

RCCP_UIGraphDriver

Setting Code name Unit Default Range What it does
bindings bindings — — — Map data channels to graph series indices.
targetGraph targetGraph — — — The RCCP_UIGraph component to push data into.

RCCP_UIGraphDriver+ChannelBinding

Setting Code name Unit Default Range What it does
channel channel — — — Vehicle telemetry value to read each frame.
targetSeriesIndex targetSeriesIndex — — — Index of the graph series this channel pushes data into.

RCCP_UIManager

Setting Code name Unit Default Range What it does
ABS ABS — — — Target image of the following system
ESP ESP — — — Target image of the following system
NOS NOS — — — Target image of the following system
RPMText RPMText — — — Target image of the following system
TCS TCS — — — Target image of the following system
carController carController — — — Currently active car controller providing telemetry data to the UI.
customization customization — — — Customization panel
dashboard dashboard — — — Dashboard panel
dnrp dnrp — — — Automatic DNRP Gear Selector
editControlsButton editControlsButton — — — Button that opens the mobile control layout editor. Interactable only while the mobile controller is enabled.
gas gas — — — Target image of the following system
gearDown gearDown — — — Manual Gear Down Selector
gearText gearText — — — Target image of the following system
gearUp gearUp — — — Manual Gear Up Selector
headlights headlights — — — Target image of the following system
left left — — — Target image of the following system
mobileControllers mobileControllers — — — Mobile controllers panel
rebindInputs rebindInputs — — — Rebind inputs panel
rebindInputsButton rebindInputsButton — — — Button of rebinding inputs
recording recording — — — Target image of the following system
replaying replaying — — — Target image of the following system
resetControlsButton resetControlsButton — — — Button that restores the default mobile control layout. Interactable only while the mobile controller is enabled.
right right — — — Target image of the following system
settings settings — — — Settings panel
spawnButton spawnButton — — — Local spawn button. Hidden in networked scenes.
spawnButtonPhoton spawnButtonPhoton — — — Networked (Photon) spawn button. Only shown in networked scenes.
spawnPrototypeVehicles spawnPrototypeVehicles — — — Spawn vehicles panel with prototype vehicle
spawnPrototypeVehiclesPhoton spawnPrototypeVehiclesPhoton — — — Networked (Photon) spawn vehicles panel with prototype vehicle
spawnVehicles spawnVehicles — — — Spawn vehicles panel with demo vehicles
spawnVehiclesPhoton spawnVehiclesPhoton — — — Networked (Photon) spawn vehicles panel with demo vehicles
speedText speedText — — — Target image of the following system
speedUnitText speedUnitText — — — Target image of the following system
speedometer speedometer — — — Analog speedometer gauge driving the dashboard needle based on engine RPM.

RCCP_UIManager+SpeedOMeter

Setting Code name Unit Default Range What it does
multiplierRotation multiplierRotation — -0.0245 — Degrees of rotation applied per unit of input value.
needle needle — — — GameObject representing the physical gauge needle that rotates.
turnAxis turnAxis — TurnAxis.Z — Local axis around which the needle rotates.

RCCP_UISliderTextReader

Setting Code name Unit Default Range What it does
slider slider — — — Source slider whose numeric value will be displayed as text.
text text — — — Text element that shows the slider's current value formatted to one decimal place.

RCCP_UI_ButtonTextHighlighter

Setting Code name Unit Default Range What it does
defaultTextColor defaultTextColor — Color.white — Text color when the pointer is not hovering over the button.
speed speed — 10 min 0 How fast the text color lerps between default and highlighted states.
targetTextColor targetTextColor — Color.black — Text color that the label transitions to while the pointer hovers over the button.

RCCP_UI_ButtonTransition

Setting Code name Unit Default Range What it does
autoRescan autoRescan — true — Rescans the hierarchy periodically so runtime spawned selectables get the same feedback.
deselectOnPointerClick deselectOnPointerClick — true — Clears the event system selection after a pointer click, so a clicked button does not stay stuck in its selected color.
dimLabelsWhenDisabled dimLabelsWhenDisabled — true — Fades the label out while the selectable is not interactable, matching the faded target graphic.
disabledLabelAlpha disabledLabelAlpha — .45 .1 – 1 Alpha multiplier of the label while the selectable is not interactable.
duration duration — .08 .02 – .4 Approximate settle time in seconds. Uses unscaled time.
hoverLabelBlend hoverLabelBlend — .5 0 – 1 How far the label is pulled toward the hover accent color. 0 keeps the original, 1 replaces it.
hoverLabelBrightness hoverLabelBrightness — 1.3 .5 – 2.5 Brightness multiplier of the label while hovered or selected. Brightness mode only.
hoverLabelColor hoverLabelColor — Color.white — Accent color the label is pulled toward while hovered or selected. BlendToColor mode only.
hoverScale hoverScale — 1.02 1 – 1.15 Local scale multiplier while the pointer hovers the selectable, or while it is selected.
includeButtons includeButtons — true — Includes buttons.
includeOtherSelectables includeOtherSelectables — false — Includes sliders, scrollbars, and dropdowns. Scaling those widgets usually looks wrong, so this is off by default.
includeToggles includeToggles — true — Includes toggles.
labelTintMode labelTintMode — LabelTintMode.Brightness — Brightness keeps the label's own hue. BlendToColor pulls it toward a fixed accent color.
pressLabelBlend pressLabelBlend — .6 0 – 1 How far the label is pulled toward the press accent color. 0 keeps the original, 1 replaces it.
pressLabelBrightness pressLabelBrightness — .75 .3 – 2.5 Brightness multiplier of the label while pressed. Brightness mode only.
pressLabelColor pressLabelColor — — — Accent color the label is pulled toward while pressed. BlendToColor mode only.
pressScale pressScale — .97 .85 – 1 Local scale multiplier while the selectable is held down.
rescanInterval rescanInterval — 2 .25 – 10 Seconds between two rescans.
tintLabels tintLabels — true — Tints the labels (TextMeshPro or legacy Text) found under the selectable. Buttons without a label are skipped.

RCCP_UI_Color

Setting Code name Unit Default Range What it does
_pickedColor _pickedColor — PickedColor.Orange — Preset color applied to the vehicle when this button is clicked.

RCCP_UI_CustomizationSlider

Setting Code name Unit Default Range What it does
customizationClass customizationClass — CustomizationClass.Cambers_Front — Which vehicle customization parameter this slider controls.
sliderValue sliderValue — — — Text element showing the current numeric value of the slider.

RCCP_UI_Customizer

Setting Code name Unit Default Range What it does
customization customization — — — Panel containing suspension, camber, and handling sliders.
customizationButton customizationButton — — — Button that opens the suspension and handling panel.
decals decals — — — Panel containing decal selection and placement options.
decalsButton decalsButton — — — Button that opens the decal customization panel.
neons neons — — — Panel containing neon underglow lighting options.
neonsButton neonsButton — — — Button that opens the neon underglow panel.
paints paints — — — Panel containing vehicle paint color options.
paintsButton paintsButton — — — Button that opens the paint customization panel.
sirens sirens — — — Panel containing siren and police light options.
sirensButton sirensButton — — — Button that opens the siren selection panel.
spoilers spoilers — — — Panel containing spoiler selection options.
spoilersButton spoilersButton — — — Button that opens the spoiler selection panel.
upgrades upgrades — — — Panel containing engine, brake, handling, and speed upgrades.
upgradesButton upgradesButton — — — Button that opens the performance upgrades panel.
wheels wheels — — — Panel containing wheel selection options.
wheelsButton wheelsButton — — — Button that opens the wheel selection panel.

RCCP_UI_DashboardButton

Setting Code name Unit Default Range What it does
buttonType buttonType — ButtonType.ChangeCamera — Vehicle action triggered when this button is clicked.
imageOn imageOn — — — Visual indicator shown when the toggled feature is active.

RCCP_UI_DashboardSlider

Setting Code name Unit Default Range What it does
buttonType buttonType — ButtonType.AutomaticGear_D — Initial automatic gear position when the slider is enabled.
slider slider — — — UI Slider used to select automatic gear position (D/N/R/P).

RCCP_UI_Decal

Setting Code name Unit Default Range What it does
location location — 0 min 0 Decal placement index: 0=front, 1=back, 2=left, 3=right.
material material — — — Material containing the decal texture to apply to the vehicle.

RCCP_UI_DecalSetLocation

Setting Code name Unit Default Range What it does
location location — 0 min 0 Location where the decal is applied: 0 = front, 1 = back, 2 = left, 3 = right.

RCCP_UI_Informer

Setting Code name Unit Default Range What it does
cGroup cGroup — — — CanvasGroup whose GameObject is toggled on/off to show and hide the informer panel.
informerText informerText — — — TextMeshPro label that displays the informer message to the player.
timer timer — 3 min 0 Duration in seconds the informer message stays visible before auto-hiding.

RCCP_UI_Joystick

Setting Code name Unit Default Range What it does
backgroundSprite backgroundSprite — — — RectTransform of the joystick background circle used to calculate input bounds.
handleSprite handleSprite — — — RectTransform of the draggable joystick handle that follows touch input.

RCCP_UI_MobileLayoutManager

Setting Code name Unit Default Range What it does
anchorMax anchorMax — — — —
anchorMin anchorMin — — — —
anchoredPosition anchoredPosition — — — —
controlsContainer controlsContainer — — — Parent rect of the mobile controls. Every direct child holding a touch input component is treated as a movable control.
edgePadding edgePadding — 12 min 0 Minimum gap kept between a control and the container edge, in canvas units.
editorOverlay editorOverlay — — — Overlay shown while the layout editor is open (hint text, restore and done buttons).
factory factory — — — —
hideWhileEditing hideWhileEditing — — — Objects temporarily hidden while the layout editor is open, so their buttons can't be tapped by accident.
id id — — — —
pivot pivot — — — —
rect rect — — — —
sizeDelta sizeDelta — — — —

RCCP_UI_MobileSafeArea

Setting Code name Unit Default Range What it does
applyHorizontal applyHorizontal — true — Apply the left / right safe area insets. Disable to keep the full screen width.
applyVertical applyVertical — true — Apply the top / bottom safe area insets. Disable to keep the full screen height.
extraPadding extraPadding — 0 min 0 Additional inset applied to every edge, in screen pixels, on top of the reported safe area.

RCCP_UI_ModernDashboard

Setting Code name Unit Default Range What it does
absIndicator absIndicator — — — Graphics colored while ABS is actively engaged (dot + label).
analogNeedlePivot analogNeedlePivot — — — Needle pivot of the analog gauge style.
analogTicks analogTicks — — — Tick labels of the analog gauge, ordered from the arc start to its end. Leave empty to auto-discover the Tick_* children.
autoMaxRPM autoMaxRPM — true — Reads the gauge scale from the active vehicle's engine instead of the fixed fallback below.
damageFill damageFill — — — Horizontal filled image showing overall damage ratio.
digitalRpmFill digitalRpmFill — — — Horizontal RPM bar of the digital gauge style.
digitalRpmText digitalRpmText — — — Numeric RPM readout of the digital gauge style.
dnrpSelector dnrpSelector — — — Automatic DNRP gear selector, shown only with DNRP transmission.
espIndicator espIndicator — — — Graphics colored while ESP is actively engaged (dot + label).
fuelFill fuelFill — — — Horizontal filled image showing remaining fuel.
gaugeStyle gaugeStyle — GaugeStyle.Radial — Active gauge style. Runtime selection is stored in PlayerPrefs.
gaugeStyleDropdown gaugeStyleDropdown — — — Optional settings dropdown displaying the current gauge style.
gaugeStyleRoots gaugeStyleRoots — — — Root gameobjects of each gauge style, indexed by the GaugeStyle enum.
gearDownButton gearDownButton — — — Manual gear shift down button, shown only with manual transmission.
gearUpButton gearUpButton — — — Manual gear shift up button, shown only with manual transmission.
headlightImage headlightImage — — — Low beam headlight icon.
hudRoots hudRoots — — — HUD widgets hidden while there is no active player vehicle. List readouts only, never a panel root such as SettingsPanel.
iconOffColor iconOffColor — — — Icon color while the related system is off.
iconOnColor iconOnColor — Color.white — Icon color while the related system is on.
indicatorActiveColor indicatorActiveColor — — — Color of an indicator while its system is intervening.
indicatorBlinkSpeed indicatorBlinkSpeed — 6 min 0 Blink frequency of an active indicator.
indicatorIdleColor indicatorIdleColor — — — Color of an indicator while idle.
leftIndicatorImage leftIndicatorImage — — — Left turn signal icon.
maxRPM maxRPM — 8000 min 1 Maximum RPM represented by the full arc. Used when Auto Max RPM is off or the vehicle has no engine.
needlePivot needlePivot — — — Pivot rotated to keep the needle tick at the arc tip.
nosFill nosFill — — — Horizontal filled image showing remaining NOS.
radialTicks radialTicks — — — Tick labels of the radial gauge, ordered from the arc start to its end. Leave empty to auto-discover the Tick_* children.
recordingIndicator recordingIndicator — — — Indicator shown while the recorder is recording.
replayingIndicator replayingIndicator — — — Indicator shown while the recorder is replaying.
rightIndicatorImage rightIndicatorImage — — — Right turn signal icon.
rpmFill rpmFill — — — Radial filled image of the RPM arc (Radial 360, origin Bottom, clockwise).
tcsIndicator tcsIndicator — — — Graphics colored while TCS is actively engaged (dot + label).

RCCP_UI_Neon

Setting Code name Unit Default Range What it does
material material — — — Material used for the neon underglow effect on the vehicle.

RCCP_UI_OverrideVehicleExample

Setting Code name Unit Default Range What it does
brake brake — — — Slider controlling the brake override value (0 to 1).
handbrake handbrake — — — Slider controlling the handbrake override value (0 to 1).
newInputs newInputs — — — Custom input values applied to the vehicle when override is active.
nos nos — — — Slider controlling the nitrous oxide override value (0 to 1).
statusText statusText — — — UI text displaying whether the input override is currently enabled or disabled.
steering steering — — — Slider controlling the steering override value (-1 to 1).
takePlayerVehicle takePlayerVehicle — true — Automatically assigns the active player vehicle as the override target.
targetVehicle targetVehicle — — — Vehicle whose inputs will be overridden by custom slider values.
throttle throttle — — — Slider controlling the throttle override value (0 to 1).

RCCP_UI_PageFader

Setting Code name Unit Default Range What it does
duration duration — 0.2 0.05 – 1 Duration of the fade-in animation in seconds.

RCCP_UI_PhotoMode

Setting Code name Unit Default Range What it does
fovLabel fovLabel — — — Optional label showing the field-of-view slider's current value.
fovSlider fovSlider — — — Optional field-of-view slider. Wire OnValueChanged -> OnFOVChanged.
hideWhileCapturing hideWhileCapturing — — — Optional UI root hidden during capture so it doesn't appear in the screenshot (usually the overlay).
hideWhilePhotoMode hideWhilePhotoMode — — — Gameplay HUD / settings roots hidden while photo mode is active.
leftJoystick leftJoystick — — — Left joystick. Orbit: rotate. Free Cam: move.
mobileJoysticksRoot mobileJoysticksRoot — — — Root of the on-screen joysticks (shown only in photo mode when mobile controller is enabled).
modeLabel modeLabel — — — Optional label updated to the active camera mode name.
photoModeOverlay photoModeOverlay — — — Minimal overlay shown only while photo mode is active.
rightJoystick rightJoystick — — — Right joystick. Orbit: zoom (Y). Free Cam: look.

RCCP_UI_RebindInput

Setting Code name Unit Default Range What it does
m_Action m_Action — — — Reference to action that is to be rebound from the UI.
m_ActionLabel m_ActionLabel — — — —
m_BindingId m_BindingId — — — GUID of the specific binding on the action to rebind.
m_BindingText m_BindingText — — — Text label that will receive the current, formatted binding string.
m_DisplayStringOptions m_DisplayStringOptions — — — Formatting options for how the binding is displayed as text in the UI.
m_RebindOverlay m_RebindOverlay — — — Optional UI that will be shown while a rebind is in progress.
m_RebindStartEvent m_RebindStartEvent — — — —
m_RebindStopEvent m_RebindStopEvent — — — Event that is triggered when an interactive rebind is complete or has been aborted.
m_RebindText m_RebindText — — — Optional text label that will be updated with prompt for user input.
m_UpdateBindingUIEvent m_UpdateBindingUIEvent — — — —
ongoingRebind ongoingRebind — > m_RebindOperation — —

RCCP_UI_RebindInputReset

Setting Code name Unit Default Range What it does
rebindInputs rebindInputs — — — All rebind input UI elements that will be restored to default bindings on click.

RCCP_UI_ReplayDemoHint

Setting Code name Unit Default Range What it does
crashPrompt crashPrompt — "Crashed? Press P, rewind, then Enter to drive on from before it." — Message shown after a hard player impact while driving.
crashPromptImpulse crashPromptImpulse — 8000 min 0 Collision impulse on the player vehicle above which the crash prompt appears. A barrier hit at 100 km/h is about 40000; a nudge from another car 1000-3000. 0 disables the prompt.
hintRoot hintRoot — — — Root shown while driving and hidden while a replay is playing.
statusSeconds statusSeconds — 4 min 0 Seconds the status message stays on screen.
statusText statusText — — — Optional label that shows the director's last start message when a replay could not start.

RCCP_UI_ReplayPanel

Setting Code name Unit Default Range What it does
canvasGroup canvasGroup — — — CanvasGroup on the overlay root, faded by the auto-hide.
desktop desktop — — — Controls of the desktop layout.
desktopRoot desktopRoot — — — Desktop layout root (the broadcast bar).
dragSurface dragSurface — — — Full-screen transparent Graphic behind the bars. Drags on it orbit the Orbit shot (other shots forward the drag to RCCP_Camera, like RCCP_UI_Drag); the mouse wheel zooms the Orbit shot.
hideWhileReplaying hideWhileReplaying — — — Driving-HUD roots hidden while a replay plays (cluster, telemetry, mobile controllers, gear selectors, damage widget, recorder indicator). Each gets back exactly the active state it had when the replay started.
mobile mobile — — — Controls of the mobile layout.
mobileRoot mobileRoot — — — Mobile layout root, used while the runtime RCCP_Settings.mobileControllerEnabled is on. Carries an RCCP_UI_MobileSafeArea.
panelRoot panelRoot — — — The overlay root (inactive by default). Shown while a replay plays; its RCCP_UI_PageFader fades it in and out.
revealBlocker revealBlocker — — — Full-screen transparent Graphic on top of the overlay, active only while the mobile overlay is hidden: it swallows the first tap, which only brings the overlay back.
selectedShotColor selectedShotColor — — — Background color of the selected shot button.
selectedShotLabelColor selectedShotLabelColor — — — Label color of the selected shot button.
settingsReplayButton settingsReplayButton — — — The settings panel's Replay button. Shown only while the scene has an RCCP_ReplayDirector. Wire its OnClick to the dashboard's CloseSettings, then RCCP_UI_ReplayPanel.StartReplayFromSettings.
settingsSlowMoDropdown settingsSlowMoDropdown — — — Optional settings-panel dropdown for the director's crash slow motion (Off, 0.25x, 0.5x, 0.75x). Shown only while the scene has an RCCP_ReplayDirector. Wire its OnValueChanged to RCCP_UI_ReplayPanel.SetCrashSlowMoFromSettings.

RCCP_UI_ReplayPanel+Controls

Setting Code name Unit Default Range What it does
cutMarkerTemplate cutMarkerTemplate — — — Inactive cut-tick template, cloned once per recording cut inside the replay window. Same parent as the impact template.
exitButton exitButton — — — Ends the replay. Wire its OnClick to RCCP_UI_ReplayPanel.ExitReplay.
focusLabel focusLabel — — — Name of the focused car.
focusNextButton focusNextButton — — — Focuses the next recorded car. Wire its OnClick to RCCP_UI_ReplayPanel.FocusNext.
focusPrevButton focusPrevButton — — — Focuses the previous recorded car. Wire its OnClick to RCCP_UI_ReplayPanel.FocusPrevious.
impactMarkerTemplate impactMarkerTemplate — — — Inactive impact-marker template (a Button). Its parent must span the timeline's handle track; one clone is placed per impact.
lengthLabel lengthLabel — — — Replay length, m:ss.
markerMergeDistance markerMergeDistance — 0 min 0 Impact markers closer than this many canvas (reference) units merge into one marker with a count label. 0 never merges.
pauseIcon pauseIcon — — — Icon shown while the replay plays (press to pause).
playIcon playIcon — — — Icon shown while the replay is paused (press to play).
playPauseButton playPauseButton — — — Toggles pause. Wire its OnClick to RCCP_UI_ReplayPanel.TogglePause.
resumeButton resumeButton — — — Optional. Drives on from the replay's current moment (flashback). Shown only while the director allows it. Wire its OnClick to RCCP_UI_ReplayPanel.ResumeReplay.
resumeLabel resumeLabel — — — Optional. Label of the Resume button; found among its children when left empty. Shows the remaining resume count while the director has a Max Resumes budget ("RESUME (2)").
rewindButton rewindButton — — — Rewinds while held (press and release are read at runtime). Keep its transition at None: RCCP_UI_ButtonTransition would otherwise shrink it during a long hold.
saveButton saveButton — — — Saves the replay window as a clip. Wire its OnClick to RCCP_UI_ReplayPanel.SaveReplay.
shotButtons shotButtons — — — Shot buttons in this order: Auto, TV, Chase, Orbit, Free, Hood. Wire each OnClick to RCCP_UI_ReplayPanel.SelectShotIndex with its index.
shotPopupButton shotPopupButton — — — Mobile only: the button that opens the shot popup. Wire its OnClick to RCCP_UI_ReplayPanel.ToggleShotPopup.
shotPopupLabel shotPopupLabel — — — Mobile only: label of the popup button, showing the selected shot.
shotPopupRoot shotPopupRoot — — — Mobile only: root of the shot popup that holds the shot buttons. Closed by default.
speedButton speedButton — — — Cycles the replay speed 0.25x, 0.5x, 1x, 2x. Wire its OnClick to RCCP_UI_ReplayPanel.CycleSpeed.
speedLabel speedLabel — — — Label of the speed button ("1x").
tagLabel tagLabel — — — The "REPLAY | SHOT" tag. Also shows the 2 s save toast.
timeLabel timeLabel — — — Elapsed replay time, m:ss.
timeline timeline — — — Timeline scrubber with a 0..1 range. Wire its OnValueChanged to RCCP_UI_ReplayPanel.OnTimelineValueChanged.

RCCP_UI_SceneSelector

Setting Code name Unit Default Range What it does
demoScene demoScene — DemoScene.AIO — Which demo scene this button loads when clicked.

RCCP_UI_Siren

Setting Code name Unit Default Range What it does
index index — 0 min 0 Index of the siren preset to equip when this button is pressed.

RCCP_UI_Spoiler

Setting Code name Unit Default Range What it does
index index — 0 min 0 Index of the spoiler preset to equip when this button is pressed.

RCCP_UI_SteeringWheelController

Setting Code name Unit Default Range What it does
input input — 0 -1 – 1 Current steering input value between -1 (full left) and 1 (full right).
steeringWheelCenterDeadZoneRadius steeringWheelCenterDeadZoneRadius — 5 min 0 Pixel radius around the wheel center where touch input is ignored (dead zone).
steeringWheelMaximumsteerAngle steeringWheelMaximumsteerAngle — 270 min 0 Maximum on-screen rotation of the steering wheel texture, in degrees.
steeringWheelResetPosSpeed steeringWheelResetPosSpeed — 20 min 0 Speed at which the wheel auto-centers back to neutral when the player releases it.

RCCP_UI_Theme

Setting Code name Unit Default Range What it does
spritePairs spritePairs — — — Sprite replacements of this theme.
themeName themeName — "New Theme" — Display name of the theme.

RCCP_UI_Theme+SpritePair

Setting Code name Unit Default Range What it does
original original — — — Default sprite used by the canvas.
themed themed — — — Themed sprite that replaces it.

RCCP_UI_ThemeApplier

Setting Code name Unit Default Range What it does
activeTheme activeTheme — 0 min 0 Active selection. 0 is default, 1..n maps to the themes array.
themeDropdown themeDropdown — — — Optional settings dropdown displaying the current theme.
themes themes — — — Available themes. Index 0 in the selector is the default look; themes start at index 1.

RCCP_UI_Upgrade

Setting Code name Unit Default Range What it does
levelSlider levelSlider — — — Optional slider displaying the current upgrade level (0 - 5).
levelText levelText — — — Text element displaying the current upgrade level for this stat.
previewFill previewFill — — — Optional filled image displaying the next upgrade level as a ghost preview behind the slider fill. Image type must be 'Filled - Horizontal'.
statText statText — — — Optional text displaying the actual stat value of the vehicle (engine torque, brake torque, max speed, or traction strength), along with the value of the next upgrade level.
upgradeClass upgradeClass — UpgradeClass.Engine — Which vehicle performance stat this button upgrades.

RCCP_UI_VehicleSelectionLoading

Setting Code name Unit Default Range What it does
carSelection carSelection — — — Selection manager to observe. Found automatically in the scene when left empty.
labelFormat labelFormat — "Preparing vehicles... {0}%" — Label format string. {0} is replaced with the whole-number percentage.
loadingPanel loadingPanel — — — Panel shown during the warm-up and hidden when it completes.
onLoadingFinished onLoadingFinished — — — Raised once the warm-up completes and the panel has been hidden.
progressFill progressFill — — — Progress bar fill Image. Its Image Type must be 'Filled' for fillAmount to have any effect.
progressLabel progressLabel — — — Optional progress label.

RCCP_UI_Wheel

Setting Code name Unit Default Range What it does
wheelIndex wheelIndex — 0 min 0 Index of the wheel preset to equip when this button is pressed.

RCCP_VehicleUpgrade_Brake

Setting Code name Unit Default Range What it does
efficiency efficiency — 1.2 1 – 2 Brake torque multiplier applied per upgrade level. 1 = stock, 2 = double stock brake torque at max level.

RCCP_VehicleUpgrade_CustomizationManager

Setting Code name Unit Default Range What it does
customizationData customizationData — — — Current customization data applied to the vehicle (suspension, steering, driving aids).
customizationDataDefault customizationDataDefault — — — Default customization data captured on Awake, used to restore stock values.

RCCP_VehicleUpgrade_DecalManager

Setting Code name Unit Default Range What it does
decalBack decalBack — — — Decal projector for the back of the vehicle.
decalFront decalFront — — — Decal projector for the front of the vehicle.
decalLeft decalLeft — — — Decal projector for the left side of the vehicle.
decalRight decalRight — — — Decal projector for the right side of the vehicle.
decal_Null decal_Null — — — Transparent placeholder material used when no decal is selected.
decals decals — — — Available decal materials that can be applied to the vehicle.
index_decalBack index_decalBack — -1 min -1 Selected decal material index for the back (-1 means none).
index_decalFront index_decalFront — -1 min -1 Selected decal material index for the front (-1 means none).
index_decalLeft index_decalLeft — -1 min -1 Selected decal material index for the left side (-1 means none).
index_decalRight index_decalRight — -1 min -1 Selected decal material index for the right side (-1 means none).

RCCP_VehicleUpgrade_Engine

Setting Code name Unit Default Range What it does
efficiency efficiency — 1.15 1 – 2 Engine torque multiplier applied per upgrade level. 1 = stock, 2 = double stock torque at max level.

RCCP_VehicleUpgrade_Handling

Setting Code name Unit Default Range What it does
efficiency efficiency — 1.2 1 – 2 Handling strength multiplier applied per upgrade level. 1 = stock, 2 = double stock handling at max level.

RCCP_VehicleUpgrade_NeonManager

Setting Code name Unit Default Range What it does
index index — -1 min -1 Currently selected neon material index (-1 means none).
neon_Null neon_Null — — — Transparent placeholder material used when no neon is selected.
neons neons — — — Available neon glow materials that can be applied under the vehicle.

RCCP_VehicleUpgrade_Paint

Setting Code name Unit Default Range What it does
id id — "_BaseColor" — Shader color property name to modify (e.g. _BaseColor for URP).
paintMaterial paintMaterial — — — Material on the vehicle body that will receive the paint color change.

RCCP_VehicleUpgrade_PaintManager

Setting Code name Unit Default Range What it does
color color — Color.white — Currently applied body paint color.
defaultColors defaultColors — — — Original material colors stored for restoring to factory paint.
paints paints — — — All paint upgrade components on this vehicle.

RCCP_VehicleUpgrade_SirenManager

Setting Code name Unit Default Range What it does
sirenIndex sirenIndex — -1 min -1 Currently equipped siren index (-1 means no siren).
sirens sirens — — — All available siren upgrade prefabs on this vehicle.

RCCP_VehicleUpgrade_Speed

Setting Code name Unit Default Range What it does
efficiency efficiency — 1.1 1 – 2 Max-speed multiplier applied per upgrade level. 1 = stock, 2 = double stock top speed at max level.

RCCP_VehicleUpgrade_Spoiler

Setting Code name Unit Default Range What it does
bodyRenderer bodyRenderer — — — Mesh renderer of the spoiler model used for painting.
id id — "_BaseColor" — Shader color property name to modify (e.g. _BaseColor for URP).
index index — -1 min -1 Material index on the renderer to paint (-1 to skip painting).

RCCP_VehicleUpgrade_SpoilerManager

Setting Code name Unit Default Range What it does
paintSpoilers paintSpoilers — true — Whether spoilers should receive the vehicle body paint color.
spoilerIndex spoilerIndex — -1 min -1 Currently equipped spoiler index (-1 means no spoiler).
spoilers spoilers — — — All available spoiler upgrade prefabs on this vehicle.

RCCP_VehicleUpgrade_WheelManager

Setting Code name Unit Default Range What it does
wheelIndex wheelIndex — -1 min -1 Currently equipped wheel preset index (-1 means default wheels).

RCCP_Visual_Dashboard

Setting Code name Unit Default Range What it does
interiorLights interiorLights — — — Dashboard and cockpit lights that activate with the headlights.
rPMDial rPMDial — — — Dial configuration for displaying engine RPM on the dashboard.
speedDial speedDial — — — Dial configuration for displaying vehicle speed on the dashboard.
steeringAngleMultiplier steeringAngleMultiplier — 3 min 0 Multiplier applied to the wheel steer angle for visual steering wheel rotation.
steeringAngleSmoother steeringAngleSmoother — 5 min 0 Interpolation speed for smooth steering wheel animation.
steeringWheel steeringWheel — — — Interior steering wheel transform that rotates with the vehicle's steering input.
steeringWheelRotateAround steeringWheelRotateAround — SteeringWheelRotateAround.ZAxis — Local axis around which the steering wheel rotates.

RCCP_Visual_Dashboard+InteriorLight

Setting Code name Unit Default Range What it does
intensity intensity — 1 0 – 10 Maximum brightness when the interior light is active.
lightSource lightSource — — — Light component used for this interior/dashboard light.
renderMode renderMode — LightRenderMode.Auto — Render mode for this light (Auto, ForcePixel, or ForceVertex).

RCCP_Visual_Dashboard+RPMDial

Setting Code name Unit Default Range What it does
dial dial — — — GameObject with the needle that rotates to display the value.
multiplier multiplier — .05 min 0 Rotation multiplier converting the source value to needle angle.
rotateAround rotateAround — RotateAround.Z — Local axis the dial needle rotates around.
text text — — — Optional TextMeshPro component displaying the numeric value.

RCCP_WheelBlur

Setting Code name Unit Default Range What it does
offset offset — — — Local position offset to align the blur mesh with the actual wheel geometry.
rotationSpeed rotationSpeed — .25 0 – 5 Multiplier controlling how fast the blur texture rotates relative to wheel RPM.
scale scale — .06 0 – .2 Uniform scale of the blurred wheel mesh to match real wheel radius.
smoothness smoothness — 20 min 0 Smoothing factor for blur intensity transitions; higher values respond more slowly.
targetMaterial targetMaterial — — — Material with a _BlurIntensity property applied to the blurred wheel meshes.

RCCP_WheelBlur+Wheel

Setting Code name Unit Default Range What it does
blurredWheel blurredWheel — — — Mesh renderer displaying the motion-blurred wheel texture.
wheelCollider wheelCollider — — — Wheel collider whose RPM drives this blur effect.
wheelRPM wheelRPM — — — Accumulated rotation value used to spin the blur texture over time.

RCCP_WheelSlipParticles

Setting Code name Unit Default Range What it does
coldSmokeAlphaMultiplier coldSmokeAlphaMultiplier — 0.55 0 – 1 Alpha multiplier applied to the smoke start color when the tire is cold. Blends up to 1 (authored alpha) as the wheel temperature rises, so cold tires produce thin smoke and hot tires produce dense smoke.
contactPatchParticles contactPatchParticles — — — Optional secondary particle system emitting dense smoke around the tire contact patch. Emission is gated and scaled together with the main particle system. Leave empty if not used.
maxContactEmissionRate maxContactEmissionRate — 80 0 – 200 Maximum contact patch particle emission rate at full slip intensity.
maxEmissionRate maxEmissionRate — 25 0 – 100 Maximum particle emission rate at full slip intensity.
minContactEmissionRate minContactEmissionRate — 5 0 – 200 Minimum contact patch particle emission rate at low slip intensity.
minEmissionRate minEmissionRate — 2.5 0 – 100 Minimum particle emission rate at low slip intensity.
  • Tuning Recipes — which of these settings actually change how the car feels, organized by symptom.
  • How the Car Drives — what the drivetrain settings mean together rather than one at a time.
  • API Reference — reading and writing these values from code.
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