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Systems

RCC Settings

RCC Settings is the asset that holds RCC's global options: physics timing, behavior presets, controller and mobile options, sounds, optimization, layers and the prefabs RCC spawns. This page lists every inspector section with its shipped value.

The asset is Assets/RealisticCarControllerV4/Resources/RCC Assets/RCC_Settings.asset. Don't move or rename it; RCC loads it from Resources/RCC Assets/.

Quick Start

  1. Open Tools → BoneCracker Games → Realistic Car Controller → Edit RCC Settings. The asset opens in the Inspector.
  2. Expand a section (General Settings, Behavior Settings, and so on).
  3. Change the values in Edit mode. Your changes are saved to the asset.
  4. Press Play to test.
The RCC Settings inspector with every section collapsed. Click a section name to expand it.

Play Mode Uses a Copy

In Play mode, RCC_Settings.Instance returns a runtime copy of the asset. Changes made in Play mode, from code or from the Inspector opened with Edit RCC Settings, affect only the running game. They are lost when you stop Play mode.

To keep a change, make it in Edit mode.

Changed in V6: in Edit mode, RCC_Settings.Instance always returns the asset itself. Earlier versions could return a leftover Play mode copy after you stopped playing, so edits made through it were lost.

General Settings

These values are applied when the RCC Scene Manager starts (timestep, FPS, cursor) or when a vehicle or wheel is created (angular velocity, wheel colliders).

General Settings as shipped. Fixed Timestep and Maximum FPS appear only when their Override toggle is on.
Inspector label What it does Range Shipped value
Override FixedTimeStep Sets Time.fixedDeltaTime to Fixed Timestep when a scene starts. — Off
Fixed Timestep Physics step in seconds. Shown only while Override FixedTimeStep is on. 0.005 – 0.06 0.02
Maximum Angular Velocity Maximum spin speed (rad/s) of each vehicle's Rigidbody. 0.5 – 20 8
Override FPS Sets Application.targetFrameRate to Maximum FPS when a scene starts. — Off
Maximum FPS Frame rate cap. Shown only while Override FPS is on. 15 – 240 -1 (not used while Override FPS is off)
Use Fixed WheelColliders Sets each WheelCollider's mass to the vehicle's mass ÷ 25 for more stable physics. — On
Locks Cursor Locks the mouse cursor when a scene starts. RCC never unlocks it; unlock it from your own code (for example, in a pause menu). — Off

Behavior Settings

Behavior presets override wheel friction, driving helpers and other handling values on every vehicle. The preset list and what each preset changes are covered in Behavior Presets.

Behavior Settings as shipped: Override Behavior is off, so the preset list and preset buttons are greyed out.
Inspector label What it does Shipped value
Override Behavior Applies the selected preset to all vehicles. The fields below are greyed out while this is off. Off
Behavior Types The list of presets. Add an element to create your own. 5 presets
Preset buttons Selects the active preset (Balanced, Racing, Drift, Semi Arcade, Fun). Balanced

To keep one vehicle out of the global preset, enable Ignore Global Behavior Preset in that vehicle's inspector.

RCC.SetBehavior(int) switches the preset at runtime and turns Override Behavior on.

Controller Settings

The Edit Inputs button selects the RCC Input Actions asset so you can edit the key and gamepad bindings. See Input System.

Controller Settings as shipped: the Edit Inputs button, Mobile Controller Enabled (off, so its other fields are hidden), Units and Auto Reset.

Mobile Controller Settings

Mobile Controller Enabled (ships off), Mobile Controller Type and the touch sensitivity fields. Every field, its shipped value and the V6 platform sync are in Mobile Setup.

Main Controller Settings

Inspector label What it does Shipped value
Units Speed unit on the dashboard: KMH or MPH. KMH
Auto Reset Puts a vehicle back on its wheels after it has been tipped over at low speed for 3 seconds. On

UI Settings

UI Settings holds a single option, Use Telemetry.
Inspector label What it does Shipped value
Use Telemetry Spawns the RCC Telemetry Canvas prefab when a scene starts. The overlay shows live vehicle data for debugging. Off

Wheel Physics Settings

This section lists the physic materials defined in the RCC Ground Materials asset. Click Configure Ground Physic Materials to open that asset and edit the surfaces. See Ground Physics.

Wheel Physics Settings lists the ground physic materials; the button opens the RCC Ground Materials asset.

SFX Settings

Click Configure Wheel Slip Sounds to open the RCC Ground Materials asset, where each surface has its own wheel slip sound.

SFX Settings: the Configure Wheel Slip Sounds button, the audio mixer, every clip slot and the four volume caps.
Inspector label What it does Shipped value
Main Audio Mixer Audio Mixer Group that all RCC sounds play through. RCC_AudioMixer
Crashing Sounds Collision clips, one picked at random. 4 clips
Gear Shifting Sounds Gear shift clips, one picked at random. 1 clip
Indicator Clip Turn indicator tick. Assigned
Wheel Bump Clip Suspension bump sound. Assigned
Exhaust Flame Clips Exhaust backfire pops. 4 clips
NOS Clip NOS boost sound. Assigned
Turbo Clip Turbo spool sound. Assigned
Turbo Blowout Clip Blow-off sounds. 1 clip
Reverse Transmission Sound Plays while in reverse gear. Assigned
Wind Sound Wind noise that rises with speed. Assigned
Brake Sound Brake squeal. Assigned
Wheel Deflate Sound Plays when a tire deflates. Assigned
Wheel Inflate Sound Plays when a tire is repaired. Assigned
Wheel Flat Sound Loop while driving on a flat tire. Assigned
Max Gear Shifting Sound Volume Volume cap, 0 – 1. 0.5
Max Crash Sound Volume Volume cap, 0 – 1. 0.5
Max Wind Sound Volume Volume cap, 0 – 1. 1
Max Brake Sound Volume Volume cap, 0 – 1. 0.5

Optimization

Vertex lights are cheaper than pixel lights. The inspector recommends vertex lights on mobile. See Lights System.

Optimization as shipped: headlights are pixel lights, all other light types are vertex lights.
Inspector label What it does Shipped value
Head Lights As Vertex Lights Renders headlights as vertex lights. Off
Brake Lights As Vertex Lights Renders brake lights as vertex lights. On
Reverse Lights As Vertex Lights Renders reverse lights as vertex lights. On
Indicator Lights As Vertex Lights Renders indicator lights as vertex lights. On
Other Lights As Vertex Lights Renders all other lights (including exhaust flame lights) as vertex lights. On
Do Not Use Any Particle Effects Disables wheel and exhaust particle effects. Collision sparks still appear. Off
Do Not Use Skidmarks Disables skidmarks. Off

Tags & Layers

The layer fields appear only while Set Layers Auto is on. The layers must exist in Edit → Project Settings → Tags and Layers.

Tags & Layers with Set Layers Auto on, showing the four RCC layers.
Inspector label What it does Shipped value
Set Layers Auto On editor load, RCC checks that the layers below exist and offers to add missing ones. Editing a vehicle in its inspector assigns the layers to its objects. If the layers don't exist, RCC turns this option off. On
Vehicle Layer Layer for the vehicle body. RCC_Vehicle
WheelCollider Layer Layer for wheel colliders. RCC_WheelCollider
DetachablePart Layer Layer for detachable parts (doors, hood, bumpers). RCC_DetachablePart
Prop Layer Layer for props (cones, barriers). RCC_Prop

Resources

The prefabs and assets RCC spawns or assigns. Replace them only with your own versions of the same type.

The Resources box is always visible below the sections. The Open Documentation button sits at the very bottom.
Inspector label What it does Shipped value
Head Lights Headlight prefab added to vehicles. RCC_HeadLight
Brake Lights Brake light prefab. RCC_BrakeLight
Reverse Lights Reverse light prefab. RCC_ReverseLight
Indicator Lights Indicator light prefab. RCC_IndicatorLight
Interior Lights Interior light prefab. RCC_InteriorLight
Light Trailers Trailer light prefab. RCC_LightTrailer
Mirrors Side mirror prefab. RCC_Mirrors
Skidmarks Manager Skidmarks manager prefab. RCC_SkidmarksManager
Exhaust Gas Exhaust smoke prefab. RCC_Exhaust
Lensflare URP The single SRP lens flare asset assigned to vehicle lights in URP and HDRP. RCC_LensFlare (SRP)
Collider Material Physic material the Quick Vehicle Setup Wizard assigns to the body collider it adds. RCC_VehicleCollider
RCC Main Camera Main follow camera prefab. RCC_Camera
Hood Camera Hood camera prefab. RCC_HoodCamera
Cinematic Camera Cinematic camera prefab. RCC_CinematicCamera
RCC UI Canvas UI canvas prefab (dashboard and mobile controls). RCC_Canvas
RCC Telemetry Canvas Telemetry overlay prefab, spawned when Use Telemetry is on. RCC_Telemetry
Contact Particles On Collisions Particles at collision contact points. RCC_ContactSparkles
Scratch Particles On Collisions Particles while scraping. RCC_ScratchSparkles
Wheel Deflate Particles Particles when a wheel deflates. RCC_WheelSparkles

Three fields are not shown in the inspector:

  • HDRP Volume Profile Prefab: empty in the shipped asset. In an HDRP project, RCC fills it automatically on editor load with RCC_VolumeProfile_HDRP.prefab from the HDRP payload. See Render Pipelines.
  • Default Decal Material / Default Neon Material: used by the customization system (Decal_0, Neon_White). See Customization.

The Open Documentation button at the bottom opens the offline HTML documentation. If the files are missing, it opens the online documentation.

Changing Settings from Code

At runtime, change values on RCC_Settings.Instance. The change lasts until Play mode stops (or the app closes).

C#
using UnityEngine;

public class MyOptionsMenu : MonoBehaviour {

    // Hook these up to UI buttons.

    public void UseMPH() {
        RCC_Settings.Instance.units = RCC_Settings.Units.MPH;
    }

    public void UseDriftPreset() {
        RCC.SetBehavior(2);   // Index into Behavior Types. Shipped: 2 = Drift. Turns Override Behavior on.
    }

    public void UseMobileJoystick() {
        RCC_Settings.Instance.mobileControllerEnabled = true;
        RCC.SetMobileController(RCC_Settings.MobileController.Joystick);
    }

}

Values that are applied when a scene or vehicle starts (Override FixedTimeStep, Override FPS, Locks Cursor, Maximum Angular Velocity, Use Fixed WheelColliders) don't take effect if you change them later at runtime.

To save a change to the asset from code, do it in Edit mode with an editor script. RCC_Settings.Instance returns the asset there:

C#
using UnityEditor;

public static class MyRCCSettingsTools {

    [MenuItem("Tools/My Game/Cap FPS At 60")]
    public static void CapFPS() {

        RCC_Settings settings = RCC_Settings.Instance;

        Undo.RecordObject(settings, "Cap FPS At 60");
        settings.overrideFPS = true;
        settings.maxFPS = 60;
        EditorUtility.SetDirty(settings);
        AssetDatabase.SaveAssetIfDirty(settings);

    }

}

Put this script in an Editor folder.

See Also

BoneCracker Games · Realistic Car ControllerBack to top ↑
Document details

Generated from: 21_RCC_Settings.md
Date: 2026-09-24 01:26
© 2014 - 2026 BoneCracker Games — Realistic Car Controller V6.0.0