# Vehicle Input

The input components read the input values from the user and passes them to the vehicle. This includes steering, throttle, brakes, gear lever, etc.

The vehicle receives the input data at the data bus, Input channel (VehiclePhysics.Channel.Input).

You could write your own input component easily by writing an add-on component that modifies the values of the Input channel at the Data Bus. For example, an AI controller or a remote player.

#### The ignition key

Press and hold the control assigned to the ignition key (K by default) for starting the engine.

The vehicle implements the ignition key with three positions: OFF, ON, and IGNITE

• Pressing the corresponding Ignition Key control (K by default) once moves the key from OFF to ON.
• Pressing and holding keeps IGNITE applied until released or the engine gets started.
• Pressing the key-off control (Ctrl-K by default) moves the key from ON to OFF.

### VPStandardInput

Reads the input from Unity's standard Input class, which is configured at Edit > Project Settings > Input.

Throttle And Brake Mode

Behavior of the vertical input axis:

• Throttle and Brake: up is throttle, down is brake.
• Auto Forward and Reverse: automatically engages forward/reverse gears, inverting the axis when moving reverse.
Brake On Throttle Backwards
When the vehicle is moving backwards throttle (up) acts as brake.
Apply Clutch On Handbrake
Useful when handbrake affects the driven wheels. Allows more immediate handbrake effect (otherwise the engine would be counteracting the handbrake).
Unlock Driveline On Handbrake
Disengages the center driveline block (differential or torque splitter) in AWD when applying handbrake. AWD connects front and rear axles. Thus, applying handbrake at one axle affects the other axle as well. This setting disconnects AWD axles when pressing handbrake, allowing an immediate effect on the hand-braked axle.
Ignition key
Single press moves key to On. Press and hold for ignite the engine. Press with Ctrl for moving the key to Off.
Steer axis
Axis name for steering. Must be configured at Unity Input settings
Throttle and Brake Axis
Axis name for throttle and brake. The behavior will be affected by Throttle And Brake Mode.
Handbrake axis
Axis for the handbrake. It can be a regular button defined at Input settings (sensitivity and gravity will apply). Press with Ctrl to lock/unlock all brakes.
Clutch Axis

Axis for the handbrake. It can be a regular button defined at Input settings (sensitivity and gravity will apply).

Default value for clutch axis is Fire1. This assignment should be changed or removed on mobile/touch devices. Otherwise, the clutch will be engaged whenever the screen is touched.

Gear Shift Button
Button for gear shifting. It must have positive and negative bindings defined at the Input settings (Edit > Project Settings > Input, see pic below).

Gear Mode Select Button
Button for selecting gear mode in automatic transmissions (R, N, D ...). It must have positive and negative bindings defined at the Input settings (see pic above).
Keyboard Number Select Gears
The alphanumeric keyboard numbers engage the corresponding gears: 1, 2, 3, 4...
Neutral Gear
Key for selecting neutral gear, or None for disable.
Reverse Gear
Key for selecting reverse gear, or None for disable.
Enable Reset Vehicle
Resets velocity and orientation of the vehicle when the Reset Vehicle Key is pressed. Useful for recovering from roll overs or car falling upside down.
Reset Vehicle Key
Key that resets the vehicle when Enable Reset Vehicle is checked.
##### External inputs

Explicitly impose the inputs, overriding the values received from the standard Input: Throttle, reverse throttle, brake, handbrake, steer, clutch, ignition.

Useful for debug or fine-testing purposes in the Editor. Can also be used for modifying the input from scripting without having to deactivate the VPStandardInput component.

### VPDeviceInput

Supports joysticks and steering wheel controllers via DirectInput, including force feedback where available.

##### Device
Selected Device
Ordinal number of the device. 0 is the first device, 1 is the second device, etc.
Device Model
Applies internal mappings for the selected device model.
##### Input
Digital Handbrake Rate
How fast the handbrake gets applied when pressing the handbrake button.
Steering Non Linear Bias
Applies non-linearity to the steering. 0.5 is linear, above is faster response, below is slower response.
Axis Count For Clutch
The device is considered to have a Clutch pedal when the number of reported axis is this value or greater.
Fallback To Standard Input
If no device is detected the VPStandardInput component (if present) will be enabled instead.
##### Effective Pedal Ranges

Limit the ranges for Throttle, Brake and Clutch. For example, setting Brake to 0.00 - 0.50 means that the full brake pressure will be applied when reaching half of the pedal travel.

##### Startup
Ignition Key Position
Where to set the ignition key on start.
Automatic Gear Position
The position of the automatic gear lever on start.
Manual Gear Position
The position of the manual gear lever on start.
Handbrake Locked
Starts in handbrake lock mode, which means that both handbrake and service brake are applied. Releasing handbrake will release the service brakes as well.
##### Force Feedback
Logical Tire Width
Tire width used for the force feedback calculations. More width causes more intense reactions.
Force Intensity
Overall multiplier for the force feedback.
Weight Intensity
How much the weight affects the self-alignment torque.
Damper Coefficient
Applies resistance to the movement of the steering wheel.
Non Linear Bias
Applies non-linearity to the force feedback. 0.5 is linear, above is stronger response, below is weaker response.
##### G27 Specific

Mappings of the different actions to controls in the Logitech G27 wheel.

##### Test & Debug
Force Feedback GUI
Show a GUI for adjusting the force feedback settings in runtime. Note: changes here are not saved, but may be used for configuring the force feedback later.
Enable Test Effects Play the scene and move the Test Effect controls for experimenting with the different force feedback effects. The vehicle doesn't apply force feedback.
Debug Gizmos
Show the gizmos used for the force feedback at the Scene view in runtime.
Debug Info
Show device information in runtime.