Vehicle Add-ons #

Optional components each one adding new functionality and features to the vehicle.

You could write your own add-on components easily if the provided components don't cover your needs or you need other features.

VPAudio #

Manages and plays the audio effects of the vehicle.

VP Audio

Audio Clip Template
An Unity AudioSource component that will be used as template when playing one-shot clips, such as impacts. Each one-time audio effect copies this AudioSource, plays the corresponding audio clip once at the effect position, then destroys the copy. This AudioSurce doesn't need to be part of the hierarchy of the vehicle.
Engine
AudioSource and parameters for the engine. The AudioSource must be part of the hierarchy of the vehicle and positioned accordingly to the engine's position.
Engine Extras

AudioSource components for the Turbo and Transmission noises. Must be part of the hierarchy of the vehicle and positioned properly.

  • Turbo gets applied at some RPM range
  • Transmission depends on the RPMs at the output of the gearbox (not affected by gears).
Wheels

AudioSource components and AudioClip objects for the wheel and tire effects. AudioSources must be part of the hierarchy of the vehicle and positioned properly, typically at the center of the vehicle.

  • Skid Audio Source: played when sliding over hard surfaces.
  • Offroad Audio Source: played when rolling over soft surfaces.
  • Bump Audio Clip: the wheel hits bumps or makes a strong contact with the ground.

The surface type (Hard or Soft) is defined at the GroundMaterial.

Impacts

AudioClips to be played when the car collides. Clips for hard and soft surfaces can be defined. If the soft clip is missing, the hard clip will be used also at soft surfaces (but not the opposite).

The surface type (Hard or Soft) is defined at the GroundMaterial.

Drags

AudioSources played while the vehicle's body is dragging on another surface. They must be part of the hierarchy of the vehicle and positioned properly, typically at the center of the vehicle.

  • Hard Drag Audio Source: played when dragging on hard surfaces.
  • Soft Drag Audio Source: played when dragging on soft surfaces.
  • Scratch Audio Clip: one-shot random audio clip that is occasionally played when dragging on a hard surface.

The surface type (Hard or Soft) is defined at the GroundMaterial.

Wind
AudioSource played based on the vehicle's velocity. It must be part of the hierarchy of the vehicle and positioned properly, typically around the center of the vehicle.

VPTireEffects #

Triggers the tire marks and particle effects based on the state of the tire and the ground material being contacted.

The actual particle emitters and tire marks renderers are managed at the Ground Material Manager.

VP Tire Effects

Tire width
Width of the tires. Used for the tire marks and the particles.
Min Slip, Max Slip

Slip range in m/s to be considered minimum and maximum for all the effects. For example, the skid marks are most intense above Max Slip, and they vanish below Min Slip.

The effect use the combined slip which can be seen in runtime in the Telemetry:

VP Telemetry combined slip

Tire Marks #

Settings for all tire marks on any terrain.

Intensity
How "easy" is for the tire marks to reach their maximum intensity.
Update interval
Interval in seconds at which new marks are generated. Bigger intervals increase performance, but visually reduce the quality of the tire marks.
Smoke #

Smoke is generated when skidding over hard surfaces continuously during some time.

Min Intensity Time
Time (seconds) the tires must be skidding for begin producing smoke.
Max Intensity Time
Time skidding (seconds) when the smoke reaches the maximum intensity.
Limit Intensity Time
Top limit to the internally accounted skidding time.

The internally accounted time is decreased when the tires are not skidding.

VPVisualEffects #

Controls different visual effects in the vehicle

VP Visual Effects

Steering wheel #

Rotates the vehicle's steering wheel object according to the actual steering value.

Steering Wheel
Transform for the steering wheel geometry. It will be rotated locally around the Z axis.
Local Rotation Axis
The local axis the steering wheel transform must be rotated around to provide the correct rotation effect.

The range of rotation of the steering wheel transform is configured in the Steering section

Lights #

Shows or hides the given objects for simulating the various lights of the vehicle. All of them are optional.

Brake Lights On
Objects representing brake lights on
Brake Lights Off
Objects representing brake lights off
Reverse Lights On
Objects representing reverse lights on
Reverse Lights Off
Objects representing reverse lights off
Head Lights On
Objects representing head lights on
Head Lights Off
Objects representing head lights off
Head Lights Enabled
Toggles head lights on or off
Head Lights Toggle Key
Key code for toggling head lights on and off
Dashboard #

Gauges and lights of the vehicle's dashboard.

Rpm Gauge
Transform for the rpm gauge. It will be rotated locally around the Z axis.
Rpm Max
Maximum RPMs shown at the dashboard
Rpm Min Angle, Rpm Max Angle
Angles for the Rpm Gauge at the minimum (0 rpm) and maximum (Rpm Max) values.
Speed Gauge
Transform for the speed gauge. It will be rotated locally around the Z axis.
Speed Max Kph
Maximum speed in Km/h shown at the dashboard
Speed Min Angle, Speed Max Angle
Angles for the Speed Gauge at the minimum (0 rpm) and maximum (Speed Max Kph) values.
Dashboard On
Objects representing the dashboard turned on
Dashboard Off
Objects representing the dashboard turned off
Stalled Lights On
Object representing the dashboard indicators for the stalled vehicle (typically battery, etc) turned on.
Stalled Lights Off
Object representing the above indicators turned off.
Handbrake Lights On
Object representing the dashboard indicator for the handbrake turned on.
Handbrake Lights Off
Object representing the dashboard indicator for the handbrake turned off.