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Getting Started

Demo Scenes

This page lists every demo scene that ships with Realistic Car Controller V6.0.0. For each one it says what the scene shows, what to try, and which scripts to read.

The scenes are in Assets/RealisticCarControllerV4/Demo Scenes/.

Before You Start

  1. Open Tools → BoneCracker Games → Realistic Car Controller → Welcome Window.
  2. On the Welcome tab, click Add Demo Scenes To Build Settings.
  3. On the Demos tab, click a scene's button to open it, then press Play.
The Welcome Window's Demos tab: one button per demo scene, with the reminder that the AIO demo needs every scene in Build Settings.

Some demos load other scenes by name: the All-In-One menu, the car selection pair, and the Photon lobby. A scene loaded by name must be in Build Settings.

Note: Add Demo Scenes To Build Settings replaces your current Build Settings scene list with the demo scenes. The add-on demo scenes (Enter-Exit, Photon PUN 2) are added only if they are in your project.

Essential Controls

  • Throttle / Brake / Steer: W, S, A, D or the arrow keys. On a gamepad: Right Trigger, Left Trigger, Left Stick.
  • Handbrake: Space. On a gamepad: South (A / Cross).
  • Start / Stop Engine: I. On a gamepad: North (Y / Triangle).
  • Change Camera: C. On a gamepad: Left Stick Press.
  • NOS: F. On a gamepad: East (B / Circle).

For every binding, see Input System.

Scene Summary

Pick a demo scene by what you want to learn; scenes tagged Build Settings load other scenes by name.
Scene What it shows Needs
RCC_City_AIO All-In-One launcher with a menu that opens every other demo All demo scenes in Build Settings
RCC_City City with parked vehicles, AI traffic, trailers, fuel and repair stations —
RCC_City_CarSelection Choose a car, then drive it in the same scene —
RCC_City_CarSelectionWithLoadScene Choose a car, then load a second scene RCC_City_CarSelectionWithLoadedScene in Build Settings
RCC_City_CarSelectionWithLoadedScene Spawns the car you chose in the previous scene Run it from the scene above
RCC_Blank Minimal starter scene with one vehicle —
RCC_Blank_API Buttons that call the static RCC API —
RCC_Blank_OverrideInputs UI sliders drive the car through input override —
RCC_Blank_Customization Garage that opens the customization menu —
RCC_Damage Crash hazards, spike strip, repair station, teleporter —
RCC_Multiple_Terrain Four terrains with different ground physics —
RCC_Lobby_Photon_PUN2, RCC_City_Photon_PUN2 Online multiplayer Photon PUN 2 and the Photon add-on
RCC_Blank_EnterExit_FPS, RCC_Blank_EnterExit_TPS Getting in and out of vehicles on foot Enter-Exit add-on

The Dashboard Canvas in the Demos

Most demos use Prefabs/UI/RCC_Canvas.prefab, the dashboard canvas. Its Options panel has these demo controls, run by Scripts/Others/RCC_Demo.cs:

  • Select Vehicles & Spawn: replaces your vehicle with the one you pick.
  • Select Behaviors: applies a behavior preset (Balanced, Racing, Drift, Semi Arcade, Fun) with RCC.SetBehavior. See Behavior Presets.
  • Driving Assistants: ABS, ESP, TCS and SH (steering helper) turn that assist on or off on the player vehicle.
  • HUD Colors: opens RGB sliders that tint the dashboard gauges.
  • Select Mobile Controllers: sets the touch control type (UI Buttons, Accelerometer, Steering Wheel, Joystick). See Mobile Setup.
  • Restart and Quit.
The Options panel of RCC_Canvas open in RCC_City, with the vehicle, behavior and mobile controller choices.

RCC_City_AIO — All-In-One Launcher

A city backdrop with the RCC_Canvas (AIO) menu. A Muscle car drives the waypoint loop as AI behind the menu. The menu has a button for every demo, grouped as City Scenes, Sandbox / API, Enter / Exit and Photon Multiplayer. It also has a Controls page.

RCC_City_AIO in Play mode: the launcher menu with a button for each demo scene.
  • What to try: open each demo from the menu. The menu stays loaded (DontDestroyOnLoad), so you can come back to it.
  • Buttons disabled? The Enter / Exit and Photon buttons are disabled until you import those add-ons.
  • Scripts to read: Scripts/Others/RCC_AIO.cs. LoadLevel(string) loads a scene by name.

RCC_City — Main Playable Scene

The city, with 10 parked demo vehicles, a Skyline (AI Chaser), a Trailer and a Small Trailer, 2 RCC_FuelStation and 2 RCC_RepairStation prefabs. An active Waypoints Container (52 waypoints) and a Brake Zones Container (8 brake zones) run the AI.

RCC_City in Play mode: the player car in the city, seen from the third-person camera.
  • What to try: drive through a fuel station to refuel and through a repair station to fix damage. Back up to a trailer's hitch to attach it, and press T to detach it. Change your car from Options → Select Vehicles & Spawn.
  • AI: Skyline (AI Chaser) uses Navigation Mode Follow Waypoints. Its Waypoints Container field is empty, so it finds the scene's container at start. Brake zones slow the AI before sharp turns. See AI System.
  • Scripts to read: Scripts/AI/RCC_AICarController.cs, Scripts/AI/RCC_AIBrakeZone.cs, Scripts/Others/RCC_FuelStation.cs, Scripts/Others/RCC_RepairStation.cs.

RCC_City_CarSelection — Car Selection (Same Scene)

When the scene starts, RCC_CarSelectionExample spawns every vehicle in RCC_DemoVehicles with RCC.SpawnRCC. Each car starts uncontrollable with its engine off, and only the selected one is shown. RCC_CameraCarSelection orbits the camera around it.

RCC_City_CarSelection: browse the cars with the arrow buttons, then click Select to drive the one shown.
  • What to try: use the arrow buttons to browse the cars. Click Select to drive the car you are viewing. It calls RCC.RegisterPlayerVehicle, starts the engine, enables control and switches to the TPS camera. Click Change to return to the selection.
  • Remembered choice: your pick is saved in PlayerPrefs under SelectedRCCVehicle.
  • Scripts to read: Scripts/Others/RCC_CarSelectionExample.cs, Scripts/Camera/RCC_CameraCarSelection.cs.

RCC_City_CarSelectionWithLoadScene / WithLoadedScene — Select, Then Load

This pair uses the same selection flow in two scenes.

  • RCC_City_CarSelectionWithLoadScene: the RCC_CarSelectionExample Next Scene field is set to RCC_City_CarSelectionWithLoadedScene. Clicking Select saves your choice, then loads that scene with SceneManager.LoadScene.
  • RCC_City_CarSelectionWithLoadedScene: RCC_Spawner reads SelectedRCCVehicle from PlayerPrefs. It spawns that vehicle at its own position as a controllable player vehicle with the engine running.
  • Scripts to read: Scripts/Others/RCC_CarSelectionExample.cs, Scripts/Others/RCC_Spawner.cs.

RCC_Blank — Starter Scene

The smallest working scene: ground, a directional light, RCC_SceneManager, RCC_Camera, RCC_Canvas, the cinematic and fixed cameras, and one Skyline vehicle.

RCC_Blank in Play mode: one Skyline on plain ground, a clean starting point for your own scene.
  • What to try: use it as a template. Save a copy, then add your own environment and vehicles.
  • See also: Quick Start.

RCC_Blank_API — Scripting API Buttons

The RCC_Canvas (API) buttons call methods on the RCC_API_Example object (RCC_APIExample). Each button calls one static RCC method:

Button Method in RCC_APIExample Calls
Spawn Vehicle Spawn() RCC.SpawnRCC(...)
Set Player SetPlayer() RCC.RegisterPlayerVehicle(vehicle)
Enable Control / Disable Control SetControl(bool) RCC.SetControl(vehicle, bool)
Start Engine / Kill Engine SetEngine(bool) RCC.SetEngine(vehicle, bool)
Reset Player DeRegisterPlayer() RCC.DeRegisterPlayerVehicle()
RCC_Blank_API after Spawn Vehicle: each button on the panel calls one static RCC method.
  • What to try: click Spawn Vehicle. In this scene the Skyline spawns as a non-player car, uncontrollable, with its engine off. Then click Set Player, Enable Control and Start Engine to drive it. Spawn Vehicle works only once and disables itself after the first click.
  • Using the canvas in your own scene: the buttons target the scene object, not the prefab. If you copy RCC_Canvas (API) into your own scene, add an RCC_APIExample and point each button's OnClick at it.
  • Scripts to read: Scripts/Others/RCC_APIExample.cs. See Scripting API.

RCC_Blank_OverrideInputs — Drive With UI Sliders

The RCC_Canvas (OverrideInputs) panel has five sliders: Throttle, Brake, Steering, Handbrake and NOS. It also has Enable Override and Disable Override buttons. The vehicle is an M3_E46_New.

RCC_Blank_OverrideInputs with the override enabled: the car follows the Throttle and Steering sliders instead of the keyboard.
  • What to try: click Enable Override, then move the sliders. The car ignores the keyboard and follows the sliders. Click Disable Override to return control to the player.
  • How it works: every frame, RCC_OverrideInputsExample copies the slider values into an RCC_Inputs and passes it to OverrideInputs(...) on the active player vehicle. DisableOverrideInputs() ends the override.
  • Scripts to read: Scripts/Others/RCC_OverrideInputsExample.cs. See How to Override Inputs.

RCC_Blank_Customization — Garage

You drive a Muscle car in a garage. Drive into the RCC_CustomizationTrigger: RCC_CustomizationDemo moves the car to the customization spot, switches to the showroom camera and opens the customization menu on RCC_Canvas. The menu covers paint and other colors, wheels, upgrades, and tuning (suspension, camber, driving assistants). Closing the menu gives the car back to you. The trigger re-arms once you drive more than 20 m away.

RCC_Blank_Customization after driving into the trigger: the showroom camera and the customization menu.
  • Saved changes: the vehicle's RCC_Customizer saves your changes to PlayerPrefs.
  • Scripts to read: Scripts/Customization/RCC_CustomizationTrigger.cs, Scripts/Customization/RCC_CustomizationDemo.cs, Scripts/Customization/RCC_Customizer.cs. See Customization.

RCC_Damage — Damage Test Area

An M3_E46_New with hazards to crash into:

  • Crasher_1 to Crasher_5: stands with moving presses, hammers and shredders (RCC_CrashPress, RCC_CrashHammer, RCC_CrashShredder).
  • SpikeStrip: its physic material is set to deflate tires in RCC_GroundMaterials.
  • RCC_RepairStation: repairs damage and reinflates tires.
  • RCC_Teleporter: moves any vehicle that enters it to a target point.

  • What to try: crash into the stands and drive over the spike strip. Watch the mesh deform, parts detach and tires go flat. Then drive into the repair station.

  • See also: Damage System.

RCC_Damage after a few crashes: the body is dented where it hit the crash stands.

RCC_Multiple_Terrain — Ground Physics

Four terrains (Terrain_1 to Terrain_4), each with its own physic material (RCC_TerrainPhysics1 to RCC_TerrainPhysics4). RCC_GroundMaterials maps these materials and their texture layers to grip, particles, sound and skidmarks.

  • What to try: drive across the terrain textures and notice the changes in grip, tire sound, dust and skidmarks.

  • See also: Ground Physics.

RCC_Multiple_Terrain: skidmarks on the asphalt; grip, sound, dust and skidmarks change with the terrain surface under the wheels.

Add-on Demo Scenes

These scenes come with the add-on packages. Import the add-ons from Welcome Window → Addons. For setup, see Add-on Packages.

Photon PUN 2: RCC_Lobby_Photon_PUN2 and RCC_City_Photon_PUN2

  • Needs: Photon PUN 2 in your project, a Photon AppId, and the RCC Photon add-on. After import, the scenes are in Demo Scenes/RCC Photon Scenes/.
  • What to try: in the lobby, enter a nickname and click Connect. Then Create Room, or Browse Rooms to join one. Creating a room loads RCC_City_Photon_PUN2 through Photon, so RCC_City_Photon_PUN2 must be in Build Settings.
  • Scripts to read: Scripts/Photon PUN 2/RCC_PhotonManager.cs.

Enter-Exit: RCC_Blank_EnterExit_FPS and RCC_Blank_EnterExit_TPS

  • Needs: the Enter-Exit add-on. After import, the scenes are in Assets/BCG Shared Assets/Demo Scenes/.
  • What's in them: each scene has a Skyline and a character: RCC_FPSCharacter (first person) or RCC_TPSCharacter (third person).
  • Controls: move with WASD or the Left Stick, look with the mouse or the Right Stick. Stand close to the car, face it, and press Tab (gamepad Start) to get in. Press it again to get out.
RCC_Blank_EnterExit_TPS: the third-person character (a capsule) on foot, with the Skyline behind it.

See Also

BoneCracker Games · Realistic Car ControllerBack to top ↑
Document details

Generated from: 04_DemoScenes.md
Date: 2026-09-24 01:26
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