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Overview

Realistic Car Controller Pro 2

V4.0.0 · Unity 6000.0 and above · BoneCracker Games

A demo vehicle at speed on the prototype ground plane, with the dashboard gauge, the assist indicators and the fuel and nitrous readouts on screen

Choose a starting point

Choose the route that matches your experience.

For the meaning of a term, read the Glossary.

Then, select the chapter for your task. You do not have to read the chapters in sequence.

I want to… Start here
Change how the vehicle handles Tuning Recipes and Assists and Presets
Edit a vehicle from the Scene view Scene Panels
Adjust the view or engine sound Cameras or Engine Audio
Add lights, dents or tire effects Lights, Damage or Surfaces and Effects
Configure the controls or the dashboard Controls, Mobile or UI and HUD
Add computer-controlled vehicles AI Vehicles
Find and fix a problem Troubleshooting
Find one setting Field Reference

For more example scenes, read Demo Content.

Guide structure

Each guide starts with a goal, the setup steps and a Check that gives the expected result. Do the main steps first. Use the optional sections when you need more control. The reference chapters give more data about scripting and each setting.

Inspector is the Unity panel that shows the settings of the selected object. Play Mode runs your game inside the Unity Editor. The guides show each setting with its Inspector label. Some guides also show the code name.

Get started

# Chapter What it covers
00b Glossary Short definitions of the terms in the guides
01 Installation Installer, Input System, TextMesh Pro
01a Upgrading from RCCP 1 For projects that had RCCP 1
02 Your First Drive Open a scene, start Play Mode, drive, and identify the items on the screen
03 Setting Up Your Own Vehicle Model preparation, the Setup Wizard, module selection, Scene Panels

Tune the vehicle

# Chapter What it covers
04 Tuning Recipes Changes for each handling symptom, and changes that do not help
05 How the Car Drives Engine, clutch, gearbox, differential, wheels and grip
05a Wheels and tires Wheel settings, tire grip, and the tuning sequence
06 Assists and Behavior Presets ABS, ESP, traction control, and why some edits do not stay

Change the appearance and sound

# Chapter What it covers
07 Cameras Camera modes, framing, orbit and look-back
08 Engine Audio Sound layers, reference RPM, the layer validator, sound groups, volume and time scale
09 Lights Headlights, brake lights, indicators, and the fake beams
10 Damage Dents, detachable parts, repair, mechanical results of damage
11 Surfaces and Effects Ground materials, grip for each surface, skidmarks, tire smoke
12 UI and HUD The canvas, the dashboard, gauge styles, theming

Configure the controls

# Chapter What it covers
13 Controls Keyboard, gamepad, rebinding, steering wheels
14 Mobile Touch controls, the layout editor, safe area

Build a game

# Chapter What it covers
15 Scenes and Spawning The scene manager, spawning, safe vehicle movement
16 AI Vehicles Waypoints, brake zones, chase, obstacle avoidance
17 Customization and Upgrades Paint, wheels, spoilers, decals, performance upgrades
18 Replay and Recording Instant replay, saved clips, the camera director, the recorder
30 Optional Modules NOS, fuel tank, trailer, body tilt, wheel blur, exhausts, interior, brake calipers, police lights
— Mechanical Visual Rigs Demo vehicles that show moving suspension and steering parts

Which demos can I explore?

# Chapter What it covers
19 Demo Content and the Feature Lab The optional demo addon, its scenes and vehicles, live feature tuning

Prepare a release

# Chapter What it covers
20 Render Pipelines Built-in, URP and HDRP, and the converter
21 Performance and Platforms The features that cost frames, and the first settings to decrease

Find a problem

# Chapter What it covers
22 Troubleshooting Problems sorted by symptom, with the checks in sequence

Integrations

# Chapter What it covers
23 Enter and Exit Vehicles Walking a character up to a car and getting in
24 Multiplayer Photon PUN 2

Reference pages

Use these pages to find specific data.

NOTE: The Field Reference explains the Inspector settings. The other reference chapters are for readers with C# knowledge.

# Chapter What it covers
26 API Reference The facade methods and the vehicle events
26a Wheel API Wheel data from code
27 Field Reference Every setting on every component, generated from the source
28 How RCCP Is Built Components, the torque chain, execution order
29 Controlling Vehicles from Code Input override for cutscenes, AI and networking

Get support

Email: [email protected] · Web: www.bonecrackergames.com

Before you report a problem, read Troubleshooting. Include your Unity version, your RCCP 2 version, your render pipeline and the Console errors.

  1. Select the vehicle, or one of its child objects.
  2. Click Tools > BoneCracker Games > Realistic Car Controller Pro 2 > Help > Copy Support Report.
  3. Paste the report into your message.

The report contains the Unity and RCCP 2 versions, the render pipeline and the build target. The report also contains checks for the loaded scene and the selected vehicle. The report does not contain Console errors. Add the first Console error yourself.

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Date: 2026-11-07 00:57
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