Feature Lab

Table of Contents

The Feature Lab is a single demo scene that exposes 130 of RCCP's live-tunable features through one self-assembling on-screen panel, on top of a purpose-built proving ground designed to actually exercise what you're tuning. Instead of reading a field name in the Inspector and guessing what it does, you flip it in the Feature Lab and drive straight into a zone built to show the effect immediately -- a drag strip for launch control, a skidpad for ESP, a bump lane for suspension, and so on.

It exists for one reason: RCCP has a very large tunable surface, and the fastest way to learn what a setting actually does is to change it and feel the difference in the same few seconds, on the same car, without leaving Play Mode.


What Is the Feature Lab

Scene: RCCP_Scene_FeatureLab (installed with the Demo Content addon, at Addons/Installed/Demo Content/Scenes/)

Open it the same way as any other demo scene -- Tools > BoneCracker Games > Realistic Car Controller Pro > Welcome Window > Demos tab > Feature Lab, or double-click the scene file directly once Demo Content is imported.

Press Play. A vehicle spawns automatically and the Feature Lab panel opens with it. From there:

The Feature Lab in Play Mode — category rail, live feature rows with toggles and sliders, the 25 / 130 counter, and the vehicle bar along the bottom

The 130 features are organized into 10 categories, matching the order they appear in the panel's sidebar:

CategoryFeaturesWhat it covers
Assists25ABS, ESP (mode, intensity, deadband, K_us, preserve speed), TCS, steering/traction/spin-damping helpers
Engine11Torque, RPM limits, rev limiter, launch control, two-step, fuel cut, engine addon dials
Drivetrain14Clutch, gearbox shift behavior, differential type, drive type, manual/automatic transmission
Physics & Aero15Downforce, drag, inertia tensor tuning, handling presets, wheel simulation quality, Lock Manual Tuning
Wheels9Suspension spring/damper/distance, tire grip, deflate/inflate
Camera17Camera mode, FOV, distance, orbit/follow tuning, collision shake, interior audio muffle
Lights7Headlights, indicators, brake light behavior, light breakage
Audio & VFX9Engine volume mix, exhaust flames, backfire RPM window, wheel blur
Damage7Deformation toggle, repair, fuel refill, damage multiplier
Systems16Photo Mode, recorder/replay, telemetry, trailer coupling, respawn, mobile controls, time scale, factory reset

That's every category the panel shows, in the order the sidebar shows them, adding up to the full 130.


The Panel

The panel is self-assembling -- it builds every row from the live RCCP catalog at runtime, so it always matches whatever vehicle is currently active. Nothing about its layout is hand-authored in the scene.

Category rail. The left-hand rail lists all 10 categories from the table above. Click one to filter the list to just that category, with a running count in the footer ("25 / 130", for example) so you always know how many features are visible versus how many exist in total.

Search. The search field above the rail filters across every category by name, id, and description, not just the currently selected one -- type "drift" and you'll see steering helper, ESP mode, and the drift-relevant differential settings together, regardless of which category they live in. Clearing the search returns you to your last selected category.

Rows and expandable cards. Each feature is a single row: its name, and an inline control appropriate to its type -- a toggle switch, a slider with a live value readout, a < Preset > cycler for enum-style options, a run button for one-shot actions (like "Repair Vehicle" or "Clean Skidmarks"), or a plain readout for values you can observe but not set directly (like current gear or fuel level).

Click a row's name to expand its card. The card holds:

Live readouts. Every visible row refreshes its value on a 10 Hz tick (ten times per second, on unscaled time) while the panel is open, so readouts like current gear, wheel slip, or ESP engagement state track the live vehicle without you needing to reopen anything. This tick pauses automatically while Photo Mode is active (see Notes).

Capability-gated rows. Not every feature applies to every vehicle -- an open-wheel car has no exhaust to flame, a car with no Fuel Tank add-on has nothing to refill, and inertia tensor sliders only matter once you've turned on inertia tensor override. Rather than hiding these rows outright, the Feature Lab greys out their controls and shows the real reason in the card, in place of the description -- for example, "Requires the Recorder addon under OtherAddons" or "Only has a visible effect while touch controls are enabled." You always know why something is unavailable, not just that it is.

Three levels of reset. Undoing a change doesn't require remembering what you touched:

All three restore to the snapshot captured right after the vehicle finished spawning and its behavior preset settled -- not to RCCP's factory defaults, but to "how this car actually started."


The Proving Ground

The scene isn't just a flat pad with a car on it -- each zone was built to put a specific slice of the panel to the test. Drive to a zone, open the matching category, and change the relevant sliders to feel the difference immediately.

ZoneTry these panel features
Drag stripLaunch control and the two-step rev limiter (Engine), cruise control and the speed limiter (Assists), downforce (Physics & Aero)
Hill (3 grades)Hill-start assist (Assists) -- three increasing pitches so you can find where it stops helping without it
Skidpad + slalomESP mode/intensity/deadband, TCS, steering and traction helpers (Assists), inertia tensor tuning (Physics & Aero)
Grass and sand stripsGround materials and skidmark behavior -- feel the grip and see the skidmark/particle differences between surfaces
Bump laneSuspension spring, damper, and distance (Wheels)
TunnelHeadlights, indicators, and light breakage (Lights)
Gas stationFuel tank refill (Damage, when the vehicle carries a Fuel Tank add-on)
Repair stationDamage repair (Damage)
Customization stationOpens the standard RCCP customization menu, independent of the panel
Spike stripTire deflate/inflate (Wheels) and damage response
Trailer parkingTrailer coupling (Systems) -- reverse the truck into the trailer to couple it (the coupler triggers on contact, not on a button), then use Detach Trailer in the Systems category to release it

None of the zones require the panel to be open to work -- they're ordinary RCCP-driven trigger objects (gas station, repair station, spike strip, and so on) exactly like the ones documented in Demo Content. The panel just gives you the dial to turn before you drive through them.


Drop the Panel Into Your Own Scene

You don't need the Feature Lab scene to use the panel -- it ships as a single drop-in prefab:


Assets/Realistic Car Controller Pro/Prefabs/UI/RCCP_FeatureLabCanvas.prefab

To add it to any scene of your own:

  1. Drag RCCP_FeatureLabCanvas into the Hierarchy. That's the entire setup step -- there is nothing to wire up, no references to assign, and no other components to add.
  2. Make sure the scene has a working RCCP vehicle (an RCCP_SceneManager with an active player vehicle registered -- the same requirement any RCCP scene already has).
  3. Press Play. The panel builds its full 130-row catalog at Start(), binds to whichever vehicle is currently active, and responds to F / the FEATURES button immediately.

The prefab is a bare Canvas (Screen Space - Overlay, sorting order 50, CanvasScaler set to Scale With Screen Size at a 1920x1080 reference) carrying exactly two components -- the Feature Lab manager and the panel UI. It builds its own EventSystem if the scene doesn't already have one, so it works even in a scene with no UI at all. Because its sorting order (50) sits above the standard RCCP_Canvas HUD (order 0), it's safe to drop into a scene that already has the normal player HUD -- the Feature Lab panel simply renders on top.

This is the same prefab the Feature Lab demo scene itself uses -- nothing about the demo scene's copy is special or pre-configured differently from the one you'd drag in yourself.


Notes


Next Steps


Support: bonecrackergames@gmail.com | www.bonecrackergames.com

Need help? See Troubleshooting