Realistic Car Controller V3.62
[V3.62 Update Released]
Please read release notes.
* Compatible with Unity 2019 (With Asset Store Database Version 2), Unity 2020, and Unity 2021 - 2022.
* 12 configured vehicle prefabs ready to use,
* 10 Demo Scenes for presenting regular City, Mobile City, Photon, Enter/Exit scenes (FPS/TPS), Vehicle Selection, and more...
* New Input System,
* Photon PUN 2 realtime multiplayer support,
* Complete UI dashboard with mobile controllers,
* Record & Replay, Enter & Exit, Lighting, Camera modes, Behaviors, Customization, and more...
* Ability to use in a very wide range. Can be used on a toy car, or even truck with trailer,
* Animated driver with vehicle, and Skyline models by 3DMaesen,
* User friendly editor scripts,
* Optimized mesh deformation on collisions,
* Variable ground physics,
* Easy to use, and highly customizable,
Ready to use drag & drop vehicle prefabs with Stylized Vehicles! Demos can be found there! Package doesn't include any assets of Stylized Vehicles. Stylized Vehicles package includes ready to use drag & drop vehicle prefabs.
Creating your own realistic vehicle has never been so easy. Fully functional vehicle creation just takes about 5 minutes only! One click to setup, switch controllers, switch behaviors, customizations... Easy to use and very customizable. Comes with 10 pre-configured vehicle behaviors. Tested on PC, Mac, Android and iOS platforms.
Powerful classes for instantiating new vehicles at given position, customizing, operating, or switching behavior with one line of code only!
- Restricted with prefab vehicles?
- Modding existing prefab vehicles, or changing just the model of the prefab for creating new vehicles?
- Wasting your time on editing complex curves, editing hardcoded lines and values to get fun physics, or dozens of multiple scripts to modify the package?
This is neither a game template nor just an editor extension. You won't be restricted with package rules. You are actually buying this package for creating brand new vehicles, not modding or releasing the game with existing prefabs.
You can find a tutorial on our "Documentation" page for how to setup and configure a realistic vehicle from scratch with any kind of vehicle model.
Released: May 10, 2023
[Always backup your project before updating any asset. Keep your own assets outside of the RealisticCarControllerV3 folder. Delete the entire folder, and import the updated version.]
[Editor scripts are using the path of the "RealisticCarControllerV3" folder. I would recommend you to not change the directory of the folder.]
[This version of RCC is using the new input system. Active input handling in your project settings must be set to "Input System", or "Both".]
Added a new vehicle model (E30).
Added a new vehicle model (CTR).
Updated photon prefabs.
Updated integration packages.
Fixed other minor bugs.
Fixed an issue where RCC Camera was looking at the wrong direction at start of the game.
Fixed an issue where RCC_Editor was failing on inspector panel due to missing deformable meshes, or parts if exists.
Changed angle of the headlights.
Changed GetContacts to GetContact in damage script due to performance loss on high poly models.
Added missing comments to the scripts. %95 of the scripts have detailed comments now.
Cleaned and organized all scripts.
Removed setting tag auto feature, it was unnecessary and was leading to wrong configuration.
Added "Use shortcuts" option to RCC Settings. Shortcuts are Shift + R = Add Main Controller. Shift + S = RCC Settings. Shift + E = In-Scene GUI buttons.
Added "Use Record" option to RCC Scene Manager. If you don't want to use record / replay feature, you can simply disable this option. This will increase performance.
Replaced "Register First Vehicle As Player Vehicle" with "Register Last Spawned Vehicle As Player Vehicle" in RCC_SceneManager.
Fixed miscalculations on RCC Camera, now it's more reliable.
Added dynamic TPS mode.
Added informer about mobile controller depending on current build platform.
Added override render mode to the lights. If it's enabled, vertex or pixel light settings in RCC Settings will be ignored. Each light can have different rendermodes.
Added rendermode settings for headlights, brakelights, indicator lights, reverse lights, and other lights to RCC Settings.
Fixed an issue where vehicles were still moving after exiting the vehicle.
Fixed an issue where duplicated inactive rooms still being listed in the room list.
Fixed an issue where FPS characters on multiplayer scenes were not synced.
Updated all prefabs.
[This version is a hotfix. If you are using V3.51, You don't need to delete the entire folder and re import the latest version again. But please backup your project first!]
Fixed an issue where TPS Offset wasn't working on RCC Camera.
Fixed an issue where isGrounded bool falls to false even if one wheel is not touching to the ground.
Fixed an issue where original curves of the wheelcollider were taken in the wrong order.
Fixed an issue where angular drag setting is RCC_Settings wasn't working on behaviors.
Fixed an issue where lens flare component is still adding to the lights even if not choosen.
Fixed an issue where park lights are overridden by RCC_Customization. (That could be the reason of your park lights are white)
Fixed an issue where skidmarks were not strong and visible enough.
Fixed an issue where the "Use Photon Enter Exit" button in BCG_EnterExitSettings was still the same even if you changed it.
Fixed an issue where URP shader compilation error about tree crossfade.
Added steering curve to the behaviors in RCC_Settings.
Added "Repair()" method to the RCC Api.
Fixed an issue where UI mobile controller buttons get stuck sometimes.
Fixed an issue where RCC_LabelEditor.cs wasn't compatible with Unity 2020 / 2021 API.
Added locking angle option to the RCC Camera. X, Y, Z angles can be related to the vehicle or not.
Scaled up interaction size of the UI mobile controller buttons.
RCC_Camera target property (playerCar).
Improved and optimized RCC_WheelCollider.cs.
[Improvements on mesh deformations]
Damage is more customizable now. Specific parts can be selected for deformation. Meshes, lights, wheels, parts, all of them can be collected automatically at runtime, or you can select them.
Checks the vehicle and warns you if something goes wrong.
Fixed an issue where wheels were unable to get correct ground material from the ground collider sometimes.
Fixed an issue where missing turbo/nos audiosources when enabling them during the gameplay.
Fixed multiple UI events on the mobile steering wheel controller.
Fixed camber, caster, toe angles on calipers.
Fixed wheel particle positions (Y offset).
Fixed multiple terrain support, and added more detailed documentation about multiple terrain support.
Fixed an issue where detachable parts were not repairable after the crash.
Fixed an issue where crash audio clips were not playing while "Use Damage" is disabled.
Fixed an issue where TCS wasn't working at reverse gear.
Fixed stuttering wheel rotation (due to GetWorldPose()) especially in slow motions. Accurate and fast modes have been added to RCC_WheelCollider.
Fixed not working occlusion layermask on cinematic and wheel camera modes.
Fixed unrealistic bus handling.
Fixed an issue where players were spawning at the same spawn point.
Fixed an issue where ESP was still working even on air.
Fixed an issue where forward and sideways slips were still not zero on air.
Improved mesh deformation (New methods).
Improved collision calculations.
Improved wheel damage.
Improved and optimized RCC_WheelCollider.cs.
Improved handling of all demo vehicles.
Added new input system with keyboard & mouse, gamepads, oculus quest 1 / 2, logitech steering wheel control schemes.
Added a crash test scene with physics based machines where you can push limits of deformation of your vehicle.
Added steering stabilizer, and limiter.
Added steering curve based on speed.
Added steering types (Curve, Basic, Constant).
Added individual skidmark width per wheel. Each wheel can draw a different width of skidmarks.
Added "Override Behavior" option to the vehicles. If it's on, selected behavior in RCC Settings won't override this vehicle.
Added breakable lights depends on the collisions.
Added zoom in/out to the RCC Camera.
Added drift camera mode to the RCC Camera.
Added new documentation for the new input system.
Added clean skidmarks method.
Added unpacking prefab option while creating new vehicles. As you well know, you can't make any changes on the connected prefab instances.
Added informative messages to RCC_Editor. If the collider of the vehicle is trigger enabled, or one of the wheels has the wrong radius, or any additional rigidbodies found, or sphere colliders found at wheels, the editor will inform you. Some models have sphere colliders attached to their wheels by the designers.
Added three options to the damage (Deform meshes, play audio, and play particles).
Added deformation modes (Accurate, and Fast).
Added wheel detachment depends on the collisions..
Added keyboard shortcuts for adding the main controller, enabling in-scene editor UI buttons, and RCC Settings(Shift + S, Shift + R, Shift + E).
Added terrain to the city scenes.
Added highway roads to the city scenes.
Added check up functions to RCC_CarControllerV3 (Will inform you if there are incorrect configurations).
Renewed mobile controllers. They are using their own input system apart from the input system.
Updated Photon2 integration package and added more detailed documentation about it.
Updated obsolete and outdated methods.
Removed old legacy input system.
Removed the old UI event system at RCC_Canvas.
Removed all controller types in RCC Settings. We won't need them with the new input system.
Removed steer angle adjuster based on vehicle speed. Steer angle curve will handle this.
Removed unnecessary raycasts in RCC_Camera.
Removed unnecessary raycasts in RCC_WheelCollider.
Removed unnecessary reading terrain data per wheel. RCC_SceneManager is reading data of the terrain now.
Removed damaged camber, caster, toe variables in RCC_WheelCollider. Wheel itself takes the damage now with the new damage system.
Removed PUN1 support (PUN2 still available).
Fixed an issue where camber, caster, toe were not working when wheel damage is set to off.
Added steering assistance (Improved counter steering).
Fixed an issue where trailers were not hooking up when they are parented.
Fixed an issue where mobile steering wheel was resetting without Time.deltaTime.
Added clean skidmarks function to API.
Fixed an issue where AI cars won't put to reverse gear when they get stuck on follow target mode.
Fixed an issue where AI cars passes next waypoint even too far away.
Fixed an issue where RCC_Exhausts was throwing errors about light source when it's not selected. Light source of the exhaust flame is optional now.
Fixed an issue where hood camera wasn't working properly if target of the configurable joint wasn't selected.
Released: Mar 28, 2014
My name is Gianluca and I am developing a procedural town, with Synty assets. I have bought an asset pack with many cool low poly cars and am looking for a good car controller to drive them with. Does the “Realistic Car Controller” have the ability to control the vehicle from first person perspective? I would like to be able to switch camera positions between first and third person, looking forward to your reply!
Thank you for your time!
Hi. RCC Camera has six different camera modes. FPS, TPS, Wheel, Fixed, Cinematic, Top-down.
Can you add the back to the future delorean?
Provider of the Delorean model (Unlock Assets) have been banned from the Asset Store. Therefore, I had to deprecate the package too.
this is a awsome game keep it up
having a hellz of a time setting up synty street cars.. any specific tutorial on how to do this right?
Please check your inbox. I’ve explained why your vehicle is bouncing. Model has shpere colliders attached to the wheels. That’s why your vehicle doesn’t move.
Love the asset so far. A few things:
1. Is there a way to purchase the assets that the prefab cars come from so we can use the existing prefab cars in our games? If not, are there any assets that have the same look and feel as those cars?
2. I noticed in the mesh deformation and collision scripts that you use the function collision.contacts. This produces garbage with every collision. I could be wrong, but I believe collision.GetContacts would be better.
simple car controller is broken
Yes, I’ve deprecated the package. I can no longer work on it. But if you purchased it, I can send you free voucher code for any of my assets.
hello there can you explain how can i use nos button without pressing acceleration button because for mobile controls it is very difficult to hold both button and some time impossible
Please check your inbox, just sent a hotfix to you.
Hi.I really like this asset and i’d like to create a speed up area for my car game,but i don’t know how to trigger the nos by codes.I found a private void called nos but when I switch it into public and trigger it,nothing happened.I would appreciate it if you can help me out.Thanks! 🙂
Please contact me via email, I can assist you with detailed information.
i mean laggy