Settings Reference

This document is the complete reference for every setting in Realistic Truck Simulator: first the global RTS_Settings asset that all RTS systems read from, then the key tunable fields on each individual component. Use it as a lookup table whenever you wonder "what does this field do, and what is it set to out of the box?" All values below are sourced directly from the shipped asset and the [Tooltip] attributes in the scripts.

Part 1: The RTS_Settings Asset

RTS_Settings is a ScriptableObject — a Unity asset that stores data on disk instead of living on a GameObject in a scene. There is exactly one of it in the project, and every RTS system reads its configuration from this single asset, so a change here affects all scenes at once.

Where It Lives and How to Open It

The asset is stored at Assets/RTS/Resources/RTS_Settings.asset. It must stay inside a Resources folder, because the code loads it by name at runtime.

You can open it two ways:

  1. Select Tools → BoneCracker Games → Realistic Truck Simulator → Settings. This selects the asset and shows it in the Inspector.
  2. Navigate to Assets/RTS/Resources/ in the Project window and click RTS_Settings.asset.
The RTS_Settings asset shown in the Inspector with its debug flags, Resources prefab references, and Scenes path strings.
The RTS_Settings asset shown in the Inspector with its debug flags, Resources prefab references, and Scenes path strings.

In code, you never load the asset yourself — you go through the static provider class:

// Lazy-loads Resources/RTS_Settings on first access, then caches it.
RTS_Settings settings = RTS_SettingsProvider.Settings;

if (settings.logEventsToConsole)
    Debug.Log("Event logging is on.");

The asset has three groups of fields: two top-level flags, a Resources header full of prefab references, and a Scenes header with three scene path strings. Each group is documented below with its shipped value (the value the asset ships with on the Asset Store) and the tooltip text you see when hovering the field in the Inspector.

Top-Level Flags

Setting Type Shipped Value Description
logEventsToConsole bool True Log RTS events (spawn, attach, job) to the console.
drawLabelOnStations bool True Draw floating labels above load stations and delivery zones.

What logEventsToConsole actually does: every event on the RTS_Events event bus (truck spawn/despawn, trailer spawn/despawn/data change, trailer attach/detach, job started/completed/terminated) fires through a wrapper method, and when this flag is on, each firing writes a line prefixed with [RTS EVENT] to the Console. This is extremely useful while you are wiring up your own listeners — you can watch the exact order events fire in. Turn it off for release builds to keep the console clean.

What drawLabelOnStations actually does: load stations and delivery zones draw a colored gizmo (a visual helper shape shown only in the editor) plus a floating text label in the Scene view — for example Load Station: Crate. This flag gates the label. It only affects the editor Scene view, never the built game.

A load station in the Scene view showing its green gizmo volume and the floating orange station label enabled by drawLabelOnStations.
A load station in the Scene view showing its green gizmo volume and the floating orange station label enabled by drawLabelOnStations.

Resources (Prefab References)

A prefab is a saved, reusable GameObject asset. The fields under the Resources header point at the prefabs that RTS's editor menu items instantiate when you build a scene. In other words: when you use the Tools → BoneCracker Games → Realistic Truck Simulator → Create → Scene → … menu, the object that appears in your scene is whatever prefab is assigned here. If you swap a reference for your own customized prefab, the Create menu creates your version from then on.

Setting Type Shipped Value Description
RTSSceneManager GameObject RTS_SceneManager Prefab for the RTS Scene Manager.
RTSJobManager GameObject RTS_JobManager Prefab for the RTS Job Manager.
RTSUICanvas GameObject RTS_Canvas Prefab for the RTS UI Canvas.
RTSUICanvasScreenSpace GameObject RTS_Canvas (ScreenSpace) Prefab for the screen-space RTS UI Canvas.
RCCPCamera GameObject RCCP_Camera Prefab for the RCCP Camera.
RTSLoadStation GameObject RTS_LoadStation_Crate Prefab for a load station zone.
RTSDeliveryZone GameObject RTS_DeliveryZone_FuelDepot Prefab for a delivery zone.
RTSTrailerSpawner GameObject RTS_TrailerSpawnPoint_Box Prefab for a trailer spawn point.
RTSMinimapCamera GameObject RTS_MinimapCamera Prefab for the minimap camera.
RTSNavMesh GameObject RTS_NavMesh Prefab for the NavMesh surface used by the guide system.
RTSGuideSystem GameObject RTS_GuideSystem Prefab for the guide system that draws navigation paths.

Which menu item uses which reference:

Menu item (under Create → Scene) Settings field it instantiates Duplicate check?
Create RCCP Camera RCCPCamera Yes — dialog "Scene has RCCP Camera already!"
Create RTS Job Manager RTSJobManager Yes
Create RTS Load Station RTSLoadStation No — you can place many
Create RTS Delivery Zone RTSDeliveryZone No — you can place many
Create RTS Trailer Spawner RTSTrailerSpawner No — you can place many
Create RTS Minimap System RTSMinimapCamera Yes
Create RTS NavMesh RTSNavMesh Yes (checks for a NavMeshSurface)
Create RTS Guide System RTSGuideSystem Yes
Create RTS UI Canvas RTSUICanvas Yes (checks for RTS_UI_Manager)
Create RTS UI Canvas (ScreenSpace) RTSUICanvasScreenSpace Yes (checks for RTS_UI_OffsetIndicatorManager)

One exception: Create RTS Scene Manager does not instantiate the RTSSceneManager prefab reference — it accesses RTS_SceneManager.Instance, which auto-creates the manager GameObject if the scene does not have one yet.

Notice the shipped defaults are specific variants: a new load station is a Crate station (RTS_LoadStation_Crate), a new delivery zone is the fuel depot variant (RTS_DeliveryZone_FuelDepot), and a new trailer spawner spawns a Box trailer (RTS_TrailerSpawnPoint_Box). After creating one, you normally change its type field in the Inspector — see Locations and Creating Trailers.

Scenes (Path Strings)

Setting Type Shipped Value Description
RTSSceneSetupTemplate string Assets/RTS/Scenes/RTS_SceneSetup.unity Scene name or path of the RTS scene setup template.
RTSSceneTemplate string Assets/RTS/Scenes/RTS_DemoScene_Template.unity Scene name or path of the RTS demo template.
RTSSceneCity string Assets/RTS/Scenes/RTS_DemoScene_City.unity Scene name or path of the RTS city demo scene.

These strings are used in two places:

If you move or rename the RTS scene files, update these strings to match, or both features above will fail to find their scenes.

Part 2: Key Tunables on Components

Everything in Part 1 is global. The settings in this part live on individual components — scripts attached to GameObjects or prefabs — so each instance can have its own values. The tables below list the fields a designer actually tunes, with the default written in each script, the allowed range (from the field's [Min] attribute, which stops the Inspector from accepting lower values), and the tooltip text verbatim.

Script defaults are what a freshly added component starts with. Shipped prefabs sometimes override them — the trailer prefabs are the clearest example, noted below.

RTS_Trailer

Attached to every trailer. Controls its identity, weight, and how cargo is laid out in a grid under loadRoot. See Creating Trailers for the full setup workflow.

Setting Type Default Range Description
trailerType TrailerType enum Flatbed Flatbed / Tanker / Box / LowLoader Type of this trailer (Flatbed, Tanker, Box, LowLoader).
emptyWeight float 1000 The empty weight of the trailer in kilograms.
maxLoad float 5000 Maximum load the trailer can carry.
trailerID string (empty) Optional description or ID.
loadRoot Transform (none) Transform used as the root point for load placement.
loadColumns int 3 Min 1 Number of columns (side-to-side) in the load grid.
loadRows int 5 Min 1 Number of rows (front-to-back) in the load grid.
loadSpacingX float 1.2 Min 0 Horizontal spacing (X axis) between load items.
loadSpacingZ float 1.5 Min 0 Forward spacing (Z axis) between load items.

The three shipped trailer prefabs in Assets/RTS/Resources/Trailers/ override those defaults:

Prefab trailerType emptyWeight maxLoad Grid (columns × rows) Spacing (X / Z)
RTS_Trailer_Box Box 8500 22500 3 × 5 0.6 / 1.2
RTS_Trailer_Flatbed Flatbed 8500 22500 1 × 2 0 / 4.5
RTS_Trailer_Tanker Tanker 8500 22500 3 × 5 1.2 / 1.2

Loading past maxLoad is clamped — the trailer never carries more than its capacity.

RTS_LoadStation

A trigger zone that loads cargo onto the player's trailer in timed cycles. See Locations.

Setting Type Default Range Description
loadType LoadType enum Crate None / Pallet / Fuel / Vehicle / Crate / Container Which load type this station provides (e.g., Crate, Fuel).
loadAmount float 5000 Min 0 Amount of cargo (kg) added per load cycle.
loadCooldown float 1.6 Min 0.1 Seconds between load cycles.

Together these two numbers set the loading speed: with the defaults, a parked trailer gains 5000 kg every 1.6 seconds. The station stops loading when the active job's requiredLoadAmount is reached or the trailer hits its maxLoad, whichever comes first.

RTS_TrailerSpawnPoint

Marks a position where a trailer prefab appears when the scene starts.

Setting Type Default Range Description
trailerPrefab RTS_Trailer (none) Prefab to instantiate at this spawn point.
timeToSpawn float 0 Min 0 Delay in seconds before the trailer spawns.

The trailer spawns at scene start (after the delay) at the spawn point's position raised 1.5 m, so it settles onto the ground instead of clipping into it.

RTS_SceneManager

The scene-level manager that tracks all trucks and trailers. Most of its Inspector fields are read-only runtime lists; only two are tunables.

The RTS_SceneManager component in the Inspector showing the player truck reference, runtime lists, and its two tunable fields.
The RTS_SceneManager component in the Inspector showing the player truck reference, runtime lists, and its two tunable fields.
Setting Type Default Range Description
registerFirstTruckAsPlayer bool false true / false Auto-assign the first truck found as the player truck.
trailerVisibilityDistance float 800 Min 1 Trailers beyond this distance are deactivated for performance.

The visibility check runs once per second, deactivating any trailer farther than trailerVisibilityDistance from the player and reactivating it when the player comes back in range. Lower it on large scenes with many trailers if you need more performance headroom.

RTS_GuideSystem

Draws the navigation path line that leads the player to trailers, load stations, and delivery zones.

Setting Type Default Range Description
segmentLength float 4 Min 0.1 Path subdivision length. Smaller = smoother.
heightOffset float 1.5 Vertical offset so the path line doesn't clip the ground.

Smaller segmentLength values make the line follow curves more smoothly at the cost of more line points. The system recalculates the path whenever the truck or the target moves more than 1 m.

RTS_NameTagSystem

Shows floating world-space labels over delivery zones, load stations, and unattached trailers.

Setting Type Default Range Description
maxViewDistance float 50 Min 1 Max distance at which name tags are visible.

Tags start fading out at 50% of maxViewDistance and disappear entirely beyond it. A trailer's tag also hides while that trailer is attached to a truck.

RTS_UI_Notification

The floating on-screen message panel ("Trailer is full", "Trailer is loaded", and so on).

Setting Type Default Range Description
displayDuration float 2.5 Min 0.1 How long the notification stays visible.

RTS_UI_OffsetIndicatorManager

Draws edge-of-screen arrows pointing toward off-screen zones, stations, and trailers.

Setting Type Default Range Description
edgeBuffer float 50 Min 0 Screen-edge buffer distance in pixels.
showIndicatorDistance float 100 Min 0 Distance threshold for showing off-screen indicators.
deliveryZoneColor Color Green Arrow color for delivery zone indicators.
loadStationColor Color Blue Arrow color for load station indicators.
trailerColor Color White Arrow color for trailer indicators.

Any off-screen target gets an arrow, and on-screen targets farther than showIndicatorDistance meters also get one (pinned to the top edge of the screen). Arrows are kept edgeBuffer pixels away from the screen edges. Any target that is none of the three known kinds falls back to a magenta arrow.

RTS_MinimapCameraFollower

Keeps the top-down minimap camera over the player truck.

Setting Type Default Range Description
offset Vector3 (0, 100, 0) Offset from the truck position for camera placement.
matchTruckRotation bool false true / false If true, the minimap camera rotates with the truck.

The Y value of offset is effectively the minimap zoom: a higher camera sees more of the map. With matchTruckRotation off, the minimap stays north-up; turn it on for a rotating, driving-game-style minimap.

RTS_Job (ScriptableObject)

Jobs are ScriptableObject assets stored in Assets/RTS/Resources/Jobs/. These fields define what the player must deliver, where, and for how much — see Jobs and Loads.

A job asset open in its custom Inspector showing the job name, description, trailer and load requirements, delivery zone name, and reward.
A job asset open in its custom Inspector showing the job name, description, trailer and load requirements, delivery zone name, and reward.
Setting Type Default Range Description
jobName string New Delivery Job Display name of this job.
description string Deliver specific cargo to the destination Description or objective of this job.
requiredTrailerType TrailerType enum Box Flatbed / Tanker / Box / LowLoader Trailer type required to accept this job.
requiredLoadType LoadType enum Crate None / Pallet / Fuel / Vehicle / Crate / Container Load type required for this delivery.
requiredLoadAmount float 2000 Min 0 Minimum cargo weight (kg) required for delivery.
deliveryZoneName string Depot_01 Name of the target delivery zone in the scene.
reward int 1000 Min 0 Money earned upon successful delivery.
state JobState enum Active Active / Completed / Terminated Current runtime state of this job.

Two fields deserve special attention. deliveryZoneName must exactly match the zoneID on an RTS_DeliveryZone in the scene, or the job can never be completed — this mismatch is the most common job-setup mistake (see Common Mistakes). And reward is stored on the job but no shipped system spends or displays money — it is an intentional integration point for your own economy code via the OnJobCompleted event (see Scripting API).

For reference, the five shipped jobs use requiredLoadAmount values between 10000 kg (Vehicle Transportation) and 22500 kg (Fuel Transportation), all with a reward of 1000.

See Also