Vehicle Setup

Table of Contents

This guide walks you through setting up a vehicle with Realistic Car Controller Pro (RCCP). Whether you prefer a guided wizard or hands-on manual setup, this page covers both approaches in detail.

Overview

There are two ways to set up a vehicle in RCCP:

Opening the Setup Wizard

You can open the wizard from two menu paths:

The wizard window appears with a progress bar at the top and Back/Next buttons at the bottom. You can move freely between steps before clicking Finish.

Preparing Your 3D Model

Before running the wizard (or setting up manually), your vehicle model needs to meet a few requirements. Getting these right saves a lot of troubleshooting later.

Model Requirements

RequirementWhy It Matters
Wheel meshes must be separate GameObjectsRCCP needs to spin, steer, and suspend each wheel independently. Wheels baked into the body mesh cannot move.
Each wheel should be its own child object (e.g., Wheel_FL, Wheel_FR, Wheel_RL, Wheel_RR)The wizard and auto-detection rely on finding individual wheel objects in the hierarchy.
The vehicle model should face forward along the Z axisUnity's forward direction is +Z. If your model faces a different direction, the vehicle will drive sideways.
Scale should be realistic (a typical car is roughly 4-5 meters long in Unity units)Physics behaves unpredictably with very small or very large objects. One Unity unit equals one meter.
The pivot point of each wheel should be at the center of the wheelWheelColliders are placed at the wheel pivot. If the pivot is offset, the wheel will appear to float or sink.
The body mesh should not include wheel geometryIf wheels are part of the body, you will see duplicate wheels (the body's static wheels plus RCCP's moving wheels).

Quick Checklist

Setup Wizard Walkthrough

The wizard has 7 steps (labeled Step 1 through Step 7 in the window). Each step focuses on one aspect of the vehicle.

Step 1: Basic Settings

This is where you select your vehicle and set its core properties.

What to do:

  1. Select your vehicle GameObject in the Hierarchy panel (click on it)
  2. Open the Setup Wizard -- it automatically detects your selection
  3. The wizard cleans up the name (removes common suffixes like "(Prototype)" or "by Author")
  4. Set the following fields:
FieldDefaultDescription
Vehicle NameAuto-detected from GameObject nameThe display name for your vehicle. Also becomes the GameObject name after setup.
Mass (kg)1350The total weight of the vehicle. This affects acceleration, braking distance, and suspension behavior.
Handling TypeBalancedControls how assist systems (steering helper, traction helper, angular drag) are configured.

Handling Type presets explained:

PresetSteer HelperTraction HelperAngular DragBest For
Balanced0.10.1250.15Good all-around default
Stable0.20.30.3Casual or mobile players who want easier control
Realistic0.0250.050.075Simulation players who want minimal assists

Typical mass values by vehicle type:

Vehicle TypeMass Range (kg)
Small car / hatchback1000 - 1200
Sedan1300 - 1500
SUV / crossover1800 - 2200
Truck / heavy vehicle3000+

Model Preparation options: If the wizard detects that your model is a prefab, has existing Rigidbodies, or has existing WheelColliders, it shows additional toggles:

Scene readiness: The wizard also checks if your scene has an RCCP Camera and a ground collider. If either is missing, you will see a warning with instructions on how to add them.

Step 2: Wheel Assignment

This step identifies which child objects are your vehicle's wheels and assigns them to front and rear axles.

Auto-detection: When you enter this step, the wizard automatically runs wheel detection. It analyzes the model hierarchy looking for objects with names like "wheel", "tire", "rim", or position patterns like "FL", "FR", "RL", "RR". Detected wheels are highlighted in the Scene view:

What to do:

  1. Check if auto-detection found all 4 wheels correctly
  2. If a wheel is in the wrong slot, use the Swap L/R button to swap left and right
  3. If auto-detection missed a wheel, drag and drop the correct GameObject from the Hierarchy into the field
  4. If auto-detection found nothing, manually assign all four wheels using the object fields
FieldDescription
Front LeftThe front-left wheel mesh GameObject
Front RightThe front-right wheel mesh GameObject
Rear LeftThe rear-left wheel mesh GameObject
Rear RightThe rear-right wheel mesh GameObject

Wheel Type preset: At the bottom of this step, choose a wheel friction preset:

PresetDescriptionUse Case
BalancedGood all-around grip with moderate slipDefault choice for most games
StableMore grip, less slipEasier to control, good for beginners or arcade feel
RealisticCloser to real-world tire behavior with more pronounced slipSimulation-style driving
SlippyLow grip, high sideways slipDrift games or ice/mud surfaces

The wheel type controls the forward and sideways friction curves applied to every WheelCollider on the vehicle. You can fine-tune these curves later in Settings.

Note: You must assign at least 2 front wheels and 2 rear wheels before the Next button becomes available. For vehicles with more than 4 wheels (6-wheelers, 8-wheelers), you can add extra axles manually after the wizard finishes.

Step 3: Suspension Settings

This step configures how the wheels connect to the vehicle body -- how they bounce, compress, and absorb impacts.

Auto-calculation: Suspension values are automatically computed from the vehicle mass you entered in Step 1:

For a 1350 kg vehicle, that gives Spring = 40,500 N and Damper = 4,050 N.

FieldDefaultRangeDescription
Suspension Distance (m)0.20.05 - 0.5How far the wheel can travel up and down from its rest position. Increase for off-road vehicles (0.3 - 0.5), decrease for low sports cars (0.1 - 0.15).
Spring Force (N)Auto from mass1000+How stiff the suspension is. Higher values make the ride stiffer and reduce body roll. Too low and the vehicle bottoms out.
Damper Force (N s/m)Auto from mass100+How quickly the spring stops bouncing. Higher values reduce oscillation. Too high and the suspension feels rigid.

Recalculate from Mass button: If you changed the mass in Step 1 and want to recalculate spring and damper values, click this button.

Tips:

Step 4: Engine and Drivetrain

This step configures the engine power and how it reaches the wheels.

Auto-calculation: Max Engine Torque is automatically computed as Mass x 0.2. For a 1350 kg vehicle, that gives 270 Nm.

FieldDefaultDescription
Drive TypeRWDWhich wheels receive engine power (see table below)
Max Engine Torque (Nm)Auto from massPeak torque the engine produces. Higher = faster acceleration.
Min Engine RPM800Idle RPM. The engine stays at or above this speed.
Max Engine RPM7000Redline RPM. The engine cannot exceed this speed.
Max Speed (km/h)240Top speed limiter. The gearbox ratios are adjusted to match.

Drive Type options:

TypeFull NamePower Goes ToBest For
FWDFront Wheel DriveFront wheels onlyEveryday cars, less oversteer, good traction in rain
RWDRear Wheel DriveRear wheels onlySports cars, drifting, most common for fun driving games
AWDAll Wheel DriveAll wheelsOff-road, rally, SUVs, best traction on all surfaces

When you select AWD, the wizard creates two Differential components -- one for the front axle and one for the rear axle. FWD and RWD use a single Differential.

Recalculate Torque from Mass button: Recomputes the recommended torque if you changed the mass.

Validation: The wizard warns you if:

Step 5: Addon Components

This step lets you choose which optional vehicle systems to include. All addons are enabled by default -- you deselect any you do not need.

ComponentWhat It Does
InputsKeyboard, gamepad, and mobile touch controls. You almost always want this unless you are building AI-only vehicles.
DynamicsAerodynamic drag, downforce, engine inertia, and weight transfer simulation. Adds realism at higher speeds.
StabilityElectronic driving aids: ABS (anti-lock brakes), ESP (electronic stability), TCS (traction control), and steering helpers.
CustomizerRuntime paint changes, wheel swaps, and performance upgrades. Useful for garage/customization menus.
LightsHeadlights, brake lights, reverse lights, and turn indicators.
DamageMesh deformation on impact and detachable parts (bumpers, doors, hoods). Requires Read/Write enabled meshes.
ParticlesTire smoke, exhaust fumes, dust trails, and sparks.
LODLevel-of-detail system that reduces mesh complexity for distant vehicles. Important for performance with many vehicles.
AudioEngine sounds, tire skid sounds, crash sounds, and wind noise.
Other AddonsNetworking integrations and other external systems.

Use Select All and Select None buttons to quickly toggle everything.

Tip about Damage: If you enable Damage, the wizard checks whether your mesh assets have Read/Write enabled. Mesh deformation requires writable meshes. If any meshes are not readable, the wizard offers to fix them automatically by enabling Read/Write on the mesh import settings and re-importing.

Step 6: Body Colliders

This step ensures your vehicle has physics colliders so it can interact with the environment (hit walls, land on the ground, etc.).

What happens:

  1. The wizard scans all MeshFilters in your vehicle hierarchy (excluding wheels)
  2. It sorts them by volume (largest first) and displays them as a checklist
  3. Meshes larger than 10% of the biggest mesh are auto-selected
  4. You check or uncheck which parts should receive MeshColliders
OptionDefaultDescription
Convex MeshCollidersOnMakes the colliders convex, which is required for Rigidbody physics. Non-convex MeshColliders only work on static objects.

Use Select All and Select None to quickly adjust the selection.

If no body meshes are found: You can skip this step and add colliders manually later (for example, using a simple Box Collider on the body).

Important: Without at least one body collider, your vehicle will not collide with anything. Wheels have their own WheelColliders, but the body of the car needs a separate collider for wall hits, rollovers, and stacking.

Step 7: Finalize

This is the review and confirmation step. It displays a summary of everything you configured across all previous steps.

Summary sections (clickable): Each section header is clickable -- clicking it jumps you back to that step for editing.

Scene Setup: The wizard checks for:

UI Canvas toggle: If no RCCP UI Canvas is in the scene, you can opt to add one. The UI Canvas provides a ready-made dashboard with speedometer, RPM gauge, and control buttons.

Finishing:

  1. Review all settings in the summary
  2. Click Finish Setup
  3. The wizard runs final validation (wheels, suspension, engine, body colliders, mesh readability)
  4. If the scene is missing a camera or ground, you get a non-blocking warning with the option to continue anyway
  5. Body colliders are applied to selected mesh parts
  6. The vehicle is created with all chosen components
  7. If UI Canvas was selected, it is added to the scene
  8. A confirmation dialog appears: "Vehicle setup successfully completed!"

Your vehicle is now ready to drive. Press Play and test it.

Manual Vehicle Setup (Without Wizard)

If you prefer full control or have an unusual vehicle configuration, you can set everything up by hand. This is also useful for understanding what the wizard does behind the scenes.

Step-by-Step Manual Setup

  1. Drag your vehicle model into the scene from the Project panel
  1. Add RCCP_CarController to the vehicle root GameObject:
  1. Add the drivetrain components as child GameObjects. Each one is its own GameObject under the vehicle root:
ComponentGameObject NamePurpose
RCCP_EngineRCCP_EngineProduces torque based on RPM and throttle input
RCCP_ClutchRCCP_ClutchConnects/disconnects engine from gearbox
RCCP_GearboxRCCP_GearboxMultiplies torque through gear ratios
RCCP_DifferentialRCCP_DifferentialSplits power between left and right wheels on an axle
RCCP_AxlesRCCP_AxlesManager that references all axle components
  1. Create axles as child GameObjects under the vehicle root and add RCCP_Axle to each:
  1. Connect the differential to the correct axle:
  1. Wire up drivetrain events (the engine-to-clutch-to-gearbox-to-differential chain):
  1. Add optional components as needed:

```

RCCP_Input -- player input handling

RCCP_AeroDynamics -- drag and downforce

RCCP_Stability -- ABS, ESP, TCS

RCCP_Audio -- engine and wheel sounds

RCCP_Customizer -- paint, wheels, upgrades

RCCP_Lights -- headlights, brake lights, indicators

RCCP_Damage -- mesh deformation, detachable parts

RCCP_Particles -- smoke, dust, sparks

RCCP_LOD -- level of detail

```

Important: All RCCP components auto-register with the RCCP_CarController through the RCCP_Component.Register() method. You do not need to manually wire component references -- the car controller discovers them automatically.

Configuring Axles

After setup (wizard or manual), you can fine-tune each axle individually. Select any RCCP_Axle GameObject in the Hierarchy and use the Inspector.

Key Axle Settings

SettingTypeDefaultDescription
leftWheelModelTransform--The visual mesh transform for the left wheel
rightWheelModelTransform--The visual mesh transform for the right wheel
isPowerboolfalseWhether this axle receives engine torque. Set automatically by the Differential's drive type -- do not set this manually.
isSteerboolfalseWhether this axle turns with steering input
isBrakeboolfalseWhether this axle responds to brake input
isHandbrakeboolfalseWhether this axle responds to handbrake input
antirollForcefloat500Anti-roll bar stiffness. Higher values reduce body roll in turns.
powerMultiplierfloat1.0Scales engine torque for this axle (-1 to 1). Negative inverts direction.
steerMultiplierfloat1.0Scales steering angle for this axle (-1 to 1). Use negative values for rear-wheel steering.
brakeMultiplierfloat1.0Scales brake force for this axle (0 to 1).
handbrakeMultiplierfloat1.0Scales handbrake force for this axle (0 to 1).

Typical Axle Configurations

Standard 4-wheel car:

AxleisSteerisBrakeisHandbrakeNotes
FrontYesYesNoSteering + front brakes
RearNoYesYesRear brakes + handbrake

Rear-wheel steering (forklift, some sports cars):

AxleisSteersteerMultiplierNotes
FrontYes1.0Normal front steering
RearYes-0.15Slight counter-steer at rear for stability

Drive Types Explained

The drive type determines which wheels receive engine power. It is configured on the RCCP_Differential component, which automatically sets isPower on the correct axles.

FWD (Front Wheel Drive)

Power goes to the front axle only. The front wheels both steer and drive.

RWD (Rear Wheel Drive)

Power goes to the rear axle only. The rear wheels drive while the front wheels steer.

AWD (All Wheel Drive)

Power goes to all axles. When you select AWD in the wizard, it creates two Differential components -- one connected to the front axle and one connected to the rear axle.

Common Setup Issues

If something goes wrong after setup, check these common problems first.

Vehicle flips or bounces on start

Cause: Wheel colliders are too close to or intersecting the ground at spawn time.

Fix: Increase the suspension distance or raise the vehicle slightly above the ground before pressing Play. Also check that the vehicle mass is reasonable for its size.

Wheels spinning in the wrong direction

Cause: Wheel model pivots are not centered or the model's local axis orientation is incorrect.

Fix: Check each wheel model in the Scene view. The pivot should be at the exact center of the wheel. If the model was exported with a different axis convention, you may need to re-export it or add a parent wrapper object.

Vehicle slides sideways

Cause: Wheel friction curves are set too low, or the wrong wheel type preset was selected.

Fix: Try changing the Wheel Type to "Stable" for more grip. You can also adjust wheel friction curves directly in Settings.

Vehicle is too slow

Cause: Max torque is too low, or the wrong axle has power.

Fix: Increase maxEngineTorque on the RCCP_Engine component. Also verify that the Differential is connected to the correct axle and that the driven axle's isPower is true.

No engine sound

Cause: RCCP_Audio component was not added, or audio clips are not assigned.

Fix: Make sure the vehicle has an RCCP_Audio component. Check that engine audio clips are configured in RCCP_Settings (go to Tools > BoneCracker Games > Realistic Car Controller Pro > Settings).

Vehicle falls through the ground

Cause: The scene has no ground collider, or the ground object is set as a trigger.

Fix: Add a Plane or Terrain with a Collider component. Make sure isTrigger is unchecked on the ground collider.

Meshes not readable warning

Cause: You enabled the Damage component, but the vehicle's mesh assets do not have Read/Write enabled in their import settings.

Fix: Select the mesh asset in the Project panel, open the Import Settings in the Inspector, enable Read/Write, and click Apply. The wizard can also do this automatically during setup.

Vehicle already has RCCP_CarController

Cause: You are trying to run the wizard on a vehicle that was already set up.

Fix: The wizard only works on fresh models. If you need to reconfigure, remove the RCCP_CarController and its child components first, then run the wizard again.

Next Steps


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