Optional modules
This page explains the optional modules and parts that other chapters do not cover. Each section tells you how to add the module and which settings to change first.
Before you start
Use a vehicle that you can drive. Stop Play Mode before you add a module.
Most modules on this page are module cards. Select the vehicle root to see the cards. Click + on a dim card to add that module. Click an installed card to select the module. Vehicle Setup explains the cards.
For the full list of settings, see Field Reference.
NOS
NOS gives the engine a short torque boost while the player holds the nitrous input. The tank empties during the boost. After a delay, the tank refills.
- Select the vehicle root.
- In the Features group, click + on the NOS card.
- Click the NOS card to select the module.
- Set the values in the Boost and Refill sections.
Check: press Play. Hold the throttle and the nitrous input. The vehicle accelerates faster, and Tank level decreases.
The boost fires only when all these conditions are true:
- The nitrous input is at least half pressed.
- The throttle is at least half pressed.
- The engine runs.
- The tank is not empty.
Controls lists the nitrous key and button.
| Setting | Default | What it changes |
|---|---|---|
| Torque multiplier | 2.5 | Multiplies the engine torque during the boost. The engine limits its torque to 1.8 × its Max torque, so a high value can have less effect. |
| Duration | 3 s | How long a full tank lasts. |
| Refill delay | 2 s | How long the player must not use the boost before the tank starts to refill. |
| Refill speed | 1 | How fast the tank refills. At 1, the tank gets 1 second of boost back each second. |
Fuel tank
The fuel tank uses fuel while the engine runs. When the tank is empty, the module can stop the engine.
- Select the vehicle root.
- In the Features group, click + on the Fuel Tank card.
- Click the Fuel Tank card to select the module.
- Set the values in the Tank and Consumption sections.
Check: press Play and drive. Burning now shows the fuel use. The fuel readout on the dashboard decreases. See UI and HUD.
The fuel use changes from Idle consumption to Full-throttle consumption with the throttle and the engine RPM.
| Setting | Default | What it changes |
|---|---|---|
| Tank capacity | 60 L | The fuel in a full tank. |
| Starting fill | 1 | How full the tank is when the vehicle spawns. 0 = empty, 1 = full. |
| Stop engine when empty | On | If on, the engine stops when the tank is empty. If off, the engine continues to run. |
| Idle consumption | 1 L/h | The fuel use at idle. |
| Full-throttle consumption | 25 L/h | The fuel use at full throttle and Max RPM. |
| Min throttle for fuel use | 0.05 | The lowest throttle that the calculation uses while the engine runs. |
NOTE: In Play Mode, Tank capacity shows the fuel that remains, and Starting fill shows how full the tank is.
To refill the tank from a script, call Refill() on the fuel tank component. API Reference lists the fuel-empty event.
Trailer
A vehicle tows a trailer through two hitch triggers. One trigger is on the rear of the vehicle. The other trigger is on the front of the trailer. When the two triggers touch, the trailer hitches.
Prepare the towing vehicle:
- Select the vehicle root.
- In the Features group, click + on the Trailer card.
- Click the Trailer card to select the hitch trigger.
- Move the hitch trigger to the hitch point at the rear of the vehicle.
- Make sure that the hitch trigger has a Box Collider with Is Trigger enabled.
Prepare the trailer:
- Put the trailer model in the scene and select its root object.
- Click Add Component and select BoneCracker Games > Realistic Car Controller Pro 2 > Misc > RCCP Trailer Controller.
- Add a Unity WheelCollider for each trailer wheel.
- Add one entry to Trailer wheels for each wheel. Assign the WheelCollider and the wheel model of that wheel.
- Move the Center of mass point low and between the axles.
- Move the hitch trigger of the trailer and the Hitch point to the front of the trailer. The joint connects at the Hitch point.
- If the trailer has support legs, assign them to Support legs.
The trailer component adds a Rigidbody and a Configurable Joint. The component also creates the center of mass point, the hitch trigger and the Hitch point.
Check: press Play. Reverse the vehicle until the two hitch triggers touch. The trailer hitches and the support legs disappear. Press the detach trailer input to release the trailer. Controls lists the key.
After a detach, the trailer cannot hitch again for 1 second. The detach input works only on a vehicle that the player controls. Lamps on the trailer follow the lights of the towing vehicle while the trailer is hitched.
| Setting | Default | What it changes |
|---|---|---|
| Trailer wheels | Empty | The wheels of the trailer, each with its WheelCollider and wheel model. |
| Center of mass | Created point | The balance point of the trailer while it is hitched. A lower point makes the trailer more stable. |
| Support legs | None | The legs that show while the trailer stands alone. |
| Max hitch angle | 90° | The largest angle between the trailer and the vehicle. Above this angle, a force pushes the trailer back into line. |
| Override camera while towing | Off | If on, the camera uses Camera distance (20 m) and Camera height (6 m) while the trailer is hitched. |
Body tilt
Body tilt leans the visible body in corners and under braking. The effect is visual only. The physics and the colliders do not change.
The Body Tilt card shows its name in red because the module is experimental.
- Select the vehicle root.
- In the Behavior group, click + on the Body Tilt card.
- Click the Body Tilt card to select the module.
- In Parts that lean, select the body parts that lean.
Check: press Play and drive through a corner. The selected parts lean, and the wheels stay in position.
The module skips a part that holds the wheel colliders or the center of mass. A warning shows the skipped parts. After you select a part, the editor also adds the Lights, Customizer and Exhausts modules to the list. The sideways lean decreases during a sideways slide and below 1 m/s.
NOTE: The module reads Parts that lean when the vehicle starts. In Play Mode, the list is read-only.
| Setting | Default | What it changes |
|---|---|---|
| Maximum lean | 7° | The largest sideways lean. The forward lean stops at half of this value. |
| Lean under braking | 5 | How much the body leans forward and backward. 0 = no forward lean. |
| Lean in corners | 5 | How much the body leans sideways in a turn. 0 = no sideways lean. |
| Lean speed | 5 | How fast the body moves to its new lean. 0 = no smoothing. |
Wheel blur
Wheel blur shows a blurred wheel mesh over each wheel. The blur increases as the wheel turns faster.
- Select the vehicle root.
- In the Presentation group, click + on the Wheel Blur card.
- Click the Wheel Blur card to select the module.
- Click Create New Material. The editor saves a new material as
Assets/<root object name>_WheelBlur.mat. - Click Toggle to show the blur meshes in the Scene view.
- Adjust Offset and Scale until each blur mesh covers its wheel.
- Click Toggle again to remove the preview.
Use a separate material for each vehicle. Each Create New Material click makes a new material asset. Render Pipelines explains the shader for each pipeline.
Check: press Play and accelerate. The blur appears as the wheels spin up.
| Setting | Default | What it changes |
|---|---|---|
| Target Material | None | The material of the blur meshes. The shader must have a _BlurIntensity property. If empty, the meshes keep the material of the Wheel Blur prefab. |
| Offset | (0.1, 0, 0) | The position offset of the blur mesh. The module adds it on right wheels and subtracts it on left wheels. |
| Scale | 0.06 | The size of the blur mesh. Match it to the wheel radius. |
| Rotation Speed | 0.25 | How fast the blurred wheel spins, compared with the wheel RPM. |
| Multiplier | 1 | The strength of the effect. 0 hides the effect. |
| Wheel Overrides | Empty | A different material, offset and scale for one wheel. |
LOD disables wheel blur on distant vehicles. See Performance and Platforms.
Fake shadow
Fake shadow draws a soft dark quad under the body and a contact spot under each wheel. The effect changes no vehicle physics.
- Select the vehicle root.
- In the Presentation group, click + on the Fake Shadow card.
- Click the Fake Shadow card to select the module.
- Adjust Strength, Softness, Width Scale and Length Scale to match the body.
- Set Ground Mask to include the road layers.
- Optional: to use your own material, assign it to Shadow Material. The material must use the BoneCracker Games/RCCP/Fake Shadow shader. RCCP Settings already holds the default material.
The card adds the module below RCCP_OtherAddons. The module measures the body renderers and excludes wheel renderers. The soft edge centers on the body outline.
The multiply shader darkens the road. Built-in and URP need no renderer feature, decal projector or depth texture.
The module uses Shadow Material first, then Fake Shadow Material in RCCP Settings. The settings reference keeps the shader in a build. If both slots are empty, the module uses Shader.Find, which can fail in a build.
If realtime shadows are enabled, decrease Strength because the two shadows stack.
Check: press Play and drive. The shadow follows the body, fades during jumps, and disappears beyond Cull Distance Meters. Each wheel spot fades when that wheel leaves the ground.
| Setting | Default | What it does |
|---|---|---|
| Strength | 0.7 | The darkness of the body shadow. 0 hides the shadow, and 1 makes the center black. |
| Width Scale | 1 | Multiplies the measured body width. |
| Length Scale | 1 | Multiplies the measured body length. |
| Softness | 0.6 m | The soft edge width. Half lies outside the body outline. |
| Corner Radius | 0.3 m | The corner radius of the solid shadow area. |
| Grid Segments | 24 | The mesh resolution. A higher value makes the edge smoother. |
| Fade Start Height | 0.3 m | The height of the vehicle bottom above the road where the body shadow starts to fade. |
| Fade End Height | 3 m | The height where the body shadow disappears. Set above Fade Start Height. |
| Ground Mask | Everything (~0) |
The road layers that the ground raycasts can hit. |
| Ground Raycast Interval Seconds | 0.1 s | The time between ground raycasts. The shadow still follows the vehicle each frame. 0 casts each frame. |
| Wheel Spots | On | Draws a contact spot under each wheel. |
| Wheel Spot Strength | 0.6 | The darkness of the wheel spots. Wheel spots stack with the body shadow. |
| Wheel Spot Size | 1 | Multiplies the wheel spot size. |
| Fade Start Meters | 60 m | The camera distance where the shadows start to fade. |
| Cull Distance Meters | 100 m | The camera distance beyond which the shadows disappear. Set above Fade Start Meters. |
| Shadow Material | None | The vehicle material slot. An empty slot uses Fake Shadow Material from RCCP Settings. |
After runtime changes to the body, the wheels or the shadow shape, call Rebuild() on the module. The next frame measures the vehicle again. See API Reference.
Exhausts
The Exhausts module holds the exhaust tips of the vehicle. Each tip makes smoke, backfire flames, a pop sound, a flash of light and a camera shake.
- Select the vehicle root.
- In the Presentation group, click + on the Exhausts card.
- Click the Exhausts card to select the module.
- Click Create Exhaust. The new tip appears 2 m behind the module and is selected.
- Move the tip to the end of the exhaust pipe.
- For a second pipe, click Duplicate To Other Side on the tip.
Check: press Play. Increase the engine RPM to between 5000 rpm and 5500 rpm. Then release the throttle. A flame pops at the tip.
All settings are on each tip. The defaults in this table are the values of a tip that Create Exhaust adds.
| Setting | Default | What it changes |
|---|---|---|
| Pop when throttle released | On | If on, a throttle release in the pop window makes a flame. |
| Pop above | 5000 rpm | The lowest RPM for a pop. If the engine never reaches this RPM, the tip does not pop. |
| Pop below | 5500 rpm | The highest RPM for a pop. |
| Pop on engine braking | Off | If on, the tip pops when engine braking slows the vehicle, instead of in the RPM window. |
| Pop chance | 1 | The probability that a throttle release pops. 1 = each release pops. |
| Smoke at idle / Smoke at full throttle | 5 / 20 | The smoke particles per second with the throttle closed and at full throttle. |
Pop on engine braking needs Engine braking on the engine. If Engine braking is off, a throttle release never makes a pop, and the tip Inspector shows a warning. Pop on launch control has an effect only when Launch control is on for the engine.
Interior
The Interior module turns the interior steering wheel and the dashboard needles. The module also operates the interior lights.
- Select the vehicle root.
- In the Presentation group, click + on the Interior card.
- Click the Interior card to select the module.
- Drag the interior steering wheel model into Steering Wheel.
- Set Steering Wheel Rotate Around to the local axis of the steering wheel.
- In the RPM dial and in Speed Dial, drag the needle object into Dial.
- Add the cabin lights to Interior Lights.
Check: press Play. Steer and accelerate. The steering wheel turns and the needles move. When the low beams are on, the interior lights are on.
| Setting | Default | What it changes |
|---|---|---|
| Steering Wheel | None | The steering wheel model. The model turns with the steer angle of the vehicle. |
| Steering Wheel Rotate Around | Z Axis | The local axis of the steering wheel rotation. |
| Steering Angle Multiplier | 3 | The steering wheel rotation for each degree of steer angle. At 3, a 30° steer angle turns the wheel 90°. |
| Steering Angle Smoother | 5 | How fast the steering wheel follows. A lower value gives a slower rotation. |
| Multiplier (on each dial) | 0.05 | The needle rotation in degrees for each RPM or km/h. At 0.05, 6000 RPM turns the needle 300°. |
| Intensity (on each interior light) | 1 | The brightness of the light while the low beams are on. |
Brake calipers
A brake caliper component keeps a caliper model on its wheel. The caliper follows the suspension travel, the steering, the camber and the caster of the wheel. The caliper does not spin with the wheel.
- Select the caliper object.
- Click Add Component and select BoneCracker Games > Realistic Car Controller Pro 2 > Misc > RCCP Visual Brake Caliper.
- Drag the wheel collider object of that wheel into Wheel Collider.
- Do steps 1 to 3 again for each caliper.
Check: press Play, steer and drive. Each caliper stays on its brake disc and does not spin.
| Setting | Default | What it changes |
|---|---|---|
| Wheel Collider | None | The wheel that the caliper follows. If empty, the component logs an error and disables itself. |
Police lights
The police lights component flashes red and blue light groups. The component can also rotate reflectors behind steady bulbs.
- Select the lightbar object of the vehicle.
- Click Add Component and select BoneCracker Games > Realistic Car Controller Pro 2 > Misc > RCCP Police Lights.
- Drag the red Light components into Red Lights and the blue Light components into Blue Lights.
- Drag the bulb renderers into Red Bulbs and Blue Bulbs. Enable emission on their materials.
- For a rotating lightbar, assign Rotating Reflectors, White Lights and White Bulbs.
- Set Siren Mode to On.
Check: press Play. The red and blue groups flash in turn. With reflectors, the reflectors rotate and the bulbs stay on.
If Rotating Reflectors is empty, the red and blue groups give alternating double flashes. Reflectors rotate around their local Y axis.
| Setting | Default | What it changes |
|---|---|---|
| Siren Mode | Off | On operates the lights. Off stops the rotation and switches off all groups. |
| Emission Intensity | 8 | The emission strength of a bulb group while it is on. |
| Rotating Reflectors | Empty | The reflectors that rotate. Leave empty for electronic double flashes. |
| Rotation Speed | 360 | The reflector rotation in degrees per second. 360 = one revolution each second. |
No default input switches the police lights. To switch them from a script, call SetSiren(true) or SetSiren(false) on the component. To add a lightbar as a selectable siren, see Customization and Upgrades.
Related pages
- Vehicle Setup — the module cards.
- Controls — the nitrous and trailer keys.
- UI and HUD — the fuel and nitrous readouts.
- Lights — headlights and the low beams.
- Surfaces and Effects — smoke and other effects.
- Field Reference — every setting of these modules.