Demo content and the Feature Lab
Goal: open an example scene and use the Feature Lab to see what a setting changes.
The demo vehicle prefabs are in Addons/Installed/Demo Content/Prefabs/Vehicles/Mechanical Rigs/. The vehicle menus use these _Rig prefabs. The core package also includes a rigged Sedan in Prefabs/Prototype/RCCP_Sedan01.prefab. Shared Sedan rig meshes are in Models/Sedan01/MechanicalRig/. Other demo models and materials are in Addons/Installed/Demo Content/Models/Vehicles/.
The vehicle menus use short names, for example Hatchback, Rally, Coupe and Formula. The prefab asset names and paths keep their original identifiers.
Before you start
Complete Your First Drive. The Prototype scene is part of core RCCP. The other demo scenes require the optional Demo Content addon.
Use a practice project to examine the demos. A prefab is a saved object that you can use again. Use the demo vehicle prefabs as examples when you configure your own vehicle.
1. Import the demo content
Install AI Navigation (com.unity.ai.navigation) from Window > Package Manager before you import Demo Content.
The Compact City scenes need this package for navigation.
The import also checks for Newtonsoft Json (com.unity.nuget.newtonsoft-json).
If a package is missing, install the named package. Wait for compilation, then click Import Demo Content again.
- Open Tools > BoneCracker Games > Realistic Car Controller Pro 2 > Welcome Window.
- Select Demos, then click Import Demo Content.
- In the confirmation dialog, click Import. To stop, click Cancel.
- Wait approximately 3-5 minutes while Unity imports and compiles the content.
Check: the Demos tab shows the demo scene cards and the Delete Demo Content button. The addon files are in Assets/Realistic Car Controller Pro 2/Addons/Installed/Demo Content/.
2. Open an example scene
- On the Demos tab, click a card from the table below.
- If Unity asks, save your current scene.
- Click the Unity Play button, then click in the Game view.
- Drive with W/A/S/D. To stop, click Play again.
Check: the scene runs and you can try the feature that the table names.
| Card | Try this |
|---|---|
| Prototype | Drive the basic vehicle. This scene does not require Demo Content. |
| Compact City Day | Drive the city, the test areas and the damage yard. |
| Compact City Day Mobile | Try the day city for mobile devices. |
| Compact City Night | Drive the city at night. |
| Compact City Night Mobile | Try the night city for mobile devices. |
| OpenChassis | Drive the open-chassis vehicle on the articulation ramps. |
Before you build, click Add Demo Scenes to Build Settings on the Demos tab. To open a scene in the Editor, you do not have to add it to Build Settings.
The Enter / Exit Scenes require the separate enter/exit integration.
3. Try one setting in the Feature Lab
- Open a Compact City scene from the Demos tab.
- Add the Feature Lab canvas prefab. Refer to Optional: learn from the prefabs.
- Click Play.
- Press Tab, or click FEATURES, to show the panel.
- Select a category, or search for a feature by name.
- Click the name of a row to read its description and its BEST TRIED WITH text.
- Change one value, hide the panel, and drive the same section again.
- Open the row again and click RESET to compare the value with the start value.
Check: you can tell what changed. If a row is gray, expand the row to see what the current vehicle does not have.
The panel contains assists, engine, drivetrain, physics, wheels, camera, lighting, audio, effects, damage and system controls. The search includes all categories. Clear the search to go back to the selected category. Readout-only rows show values that you cannot edit.
Reset or switch vehicles
| Control | What it restores |
|---|---|
| RESET on a row | The captured start value of that feature. |
| RESET CATEGORY | The captured values in the selected category. |
| RESET ALL | All captured values. |
The Feature Lab captures these values after the vehicle spawns. The values include the vehicle setup and its preset.
The vehicle bar replaces the current vehicle at its position, heading and momentum. The new vehicle starts with its own tuning. Your edits do not move to the new vehicle.
Keep a setting
Feature Lab changes are temporary. They change the live vehicle and the runtime settings. The changes go away when you stop Play Mode.
- Write down the setting and its value.
- Stop Play Mode.
- Follow Tuning Recipes to edit the correct vehicle or preset in the Inspector, then save it.
A behavior preset can own a setting that shows on the vehicle.
A demo does not work
| What you see | What to do |
|---|---|
| A Package Required dialog opens when you import | Install com.unity.nuget.newtonsoft-json from Window > Package Manager, then import again. |
| A scene card cannot open its scene | Complete the Demo Content import, then try again. |
| A menu says that a scene is not in Build Settings | Click Add Demo Scenes to Build Settings on the Demos tab. |
| Pink materials | Follow Render Pipelines. |
| A Feature Lab row is gray | Expand the row. The explanation names the requirement. |
| Readouts stop in Photo Mode or replay | This is correct. Go back to driving. |
| Edits go away when you stop Play Mode | This is correct. To keep the values, apply them when Play Mode is off. |
| The vehicle does not drive | Follow Troubleshooting. |
Optional: learn from the prefabs
The example vehicles are in Addons/Installed/Demo Content/Prefabs/Vehicles/, in the RCCP folder. Compare a demo vehicle with your vehicle to find a missing module or assignment. For the full setup procedure, use Vehicle Setup.
You can also drag the Feature Lab canvas prefab from Assets/Realistic Car Controller Pro 2/Prefabs/UI/Tests/ into your own scene. The prefab needs an RCCP_SceneManager and an active player vehicle. Some scene actions also need their destination anchors.
To change the shortcut, edit the Feature Lab action in the Optional map of the input asset. Refer to Controls.
Compact City map and fast travel
In a Compact City scene, click TEST AREAS or press F6. Select a numbered map marker or its list entry.
- SET DESTINATION shows the selected entrance and its direct distance. An edge arrow points to a target that is not on the screen.
- TRAVEL HERE moves your current vehicle to a clear arrival position. A connected trailer and attached damage panels move with the vehicle.
- X or F6 closes the map. Escape closes the map and does not open Settings.
- The X on the active destination card removes the driving target.
The map stops driving while it is open. When it closes, it restores the previous time scale and input state. The map does not open during Photo Mode, replay, crash cinematics, customization or touch-layout editing.
The locations include surface tests, crash tests, parking, two trailer areas, the airstrip, repair, fuel and the city center. Other locations include the two tunnel portals, the ring road, rough dirt and drifting. All four Compact City scenes use the same location list.
Location 7 is the repair zone. Location 15 is for customization, and it shows COMING LATER. Location 15 cannot start guidance or fast travel.
Fast travel examines the ground and the space for the vehicle and its connected trailer. If no arrival position is clear, the map stays open and shows the reason. Travel does not repair the vehicle, refill fuel or change tuning. Area entrances show their reference number and a short instruction.
The shared navigation prefab is in Addons/Installed/Demo Content/Prefabs/Compact City/Navigation/. The static map texture is in Addons/Installed/Demo Content/Models/Compact City/Navigation/. When you edit the layout, keep the destination list and the map bounds of the scene together. No map camera runs during gameplay.
Compact City hills and vehicle recovery
The Day, Night and Mobile scenes include drivable ground on the hills near the city. Follow the dirt routes or drive onto the grass around the city.
The continuous rock boundary marks the playable area. The distant landscape after the rocks is scenery.
CompactCityDrivingArea contains the ground collider, the rock boundary and the CompactCityVehicleRecovery component. Keep this prefab in the scene when you use the extended landscape.
Vehicle recovery records the active player vehicle when all wheels stay on stable, static ground for a minimum of 0.75 seconds. Steep slopes do not become checkpoints.
If the vehicle falls below Fall Height (default -60), recovery moves the vehicle to its last clear checkpoint. Usual jumps and tunnels do not start a recovery.
If there is no clear checkpoint, recovery uses Fallback Point. Keep that point above a clear road with a ground collider.
Recovery resets the vehicle velocity through RCCP.Transport. If the checkpoint includes a connected trailer, the trailer moves back with the vehicle.
Compact City damage test yard
All four Compact City scenes include a damage test yard next to the surface and suspension lanes.
| Station | Test |
|---|---|
| Pendulum hammer | A swinging head hits the side of the vehicle. |
| Hydraulic press | A moving plate hits the roof. |
| Twin drum crusher | Turning teeth apply repeated impacts. |
| Impact ram | A horizontal head hits the front or rear of the vehicle. |
| Crash wall and pole | Drive into a wide or narrow fixed obstacle. |
- Select a vehicle that has an enabled damage module.
- Drive to a marked station from the open end of its lane.
- Watch one machine cycle before you drive into the station.
- To compare results between stations, use a new vehicle for each station.
The machines start automatically in Play Mode. The damage depends on the collision impulse and the damage settings of the vehicle. Light contact with the crusher teeth can stay below the damage threshold.
The machine prefabs are in Addons/Installed/Demo Content/Prefabs/Compact City/Activities/Damage Yard/, in the RCCP folder. Each prefab includes materials, colliders and the necessary drive components. Keep the model roots at unit scale.
The press and the ram use the Damage Yard Linear Drive component. Stroke sets the travel distance. Extend Seconds and Retract Seconds set the travel times. Make sure that the joint limits agree with Stroke. The optional piston rod changes length to follow the moving head.
Each moving machine has a 3D motor loop that follows its speed. The motor sound fades to silence when the movement stops. Vehicle impacts add a short metal sound. Machine sounds have a maximum distance of 40 meters.
Interactive props
These prefabs are part of core RCCP in Assets/Realistic Car Controller Pro 2/Prefabs/Misc/.
| Prop | What it does | Necessary setup |
|---|---|---|
| Gas Station | Refills fuel while the vehicle is in its trigger. | A fuel tank on the vehicle. Refill Speed sets the rate in liters per second. A vehicle with more than one collider refuels at the same rate. |
| Repair Station | Repairs the vehicle when it enters. | A damage module. |
| Customization Station | Opens customization when the vehicle enters. | A customizer on the vehicle, and an RCCP Customization Demo component in the scene. |
| Spike Strip | Deflates the tires that cross it. | Put it where the tires can touch it. |
| Teleporter | Moves the vehicle to a different location. | Assign a destination to Spawn Point. |
For a prop that you make yourself, use the matching component and a collider with Is Trigger enabled.
Remove demo content
Before you remove the demo content, examine your scenes and prefabs. Your scenes and prefabs must not use the demo vehicles, materials or environment.
CAUTION: Back up your project before you click Delete. The command deletes all files in the installed Demo Content folder, including your own files and edits. Unity Undo cannot restore these files.
- Close all scenes from the Demo Content folder.
- Open Welcome Window > Demos > Delete Demo Content.
- Read the folder path in the confirmation dialog.
- Click Delete.
The command deletes only Assets/Realistic Car Controller Pro 2/Addons/Installed/Demo Content/. The command does not delete assets outside that folder, even if a demo registry references them. The command removes the scenes of the folder from Build Settings and resets the demo registries. The vehicle list goes back to the core prototype.
The button is disabled during Play Mode, compilation and import, or when the folder is not there. If the deletion fails, the command shows the error. The registries and Build Settings do not change, but some files can be deleted already.
Before release, examine the scene list and the asset dependencies of your build. Unused demos add content that your game does not need.
Next step
- Tuning Recipes — keep a handling change after you test it.
- Vehicle Setup — make your own vehicle.
- Performance and Platforms — prepare your game for its target device.