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Arcade Vehicle Driver - Settings Reference ​

Every setting of every component and asset, with its default value and what it does. This page is generated from the same descriptions the inspectors show (hover a setting, or turn on Field descriptions in any inspector). Units: 160 simulation units = 1 m, 4096 = 1.0, angles 4096 = 360 degrees. "Classic" = the reference behaviour, which every default reproduces. See Manual.md for how the parts fit together.

Contents ​

The FMOD output (AVD FMOD Vehicle Audio Output) is documented in the Manual (Vehicle audio); it only compiles with FMOD installed.

AVD Physics World ​

ArcadeVehicleDriver.AVDPhysicsWorld, component

Runs the vehicle simulation: fixed ticks independent of the frame rate, ground and scenery queries, collisions and the events effects and sounds listen to. One per scene (created automatically if missing).

Simulation ​

The tick rate (game speed: the handling is per tick), the unit scale, rain and pause.

SettingDefaultDescription
Tick Rate30Simulation ticks per second. The handling constants are per tick, so this sets the game speed: 30 = classic feel (default), 25 = a slower, heavier feel. Higher values make everything happen faster, not smoother (rendering is interpolated between ticks at any frame rate). (Range 10 to 120)
Units Per Meter160Simulation units per Unity metre. 160 matches the default vehicle presets (a 4.8 m sedan is 764 units long). Change it only together with every vehicle's dimensions.
Wetness0Rain: 0 = dry, 7000 = soaked. Reduces tyre grip for every vehicle. (Range 0 to 7000)
Max Ticks Per Frame6Safety cap: at most this many ticks are run per rendered frame (own clock) or per FixedUpdate. After a longer hitch the remaining backlog is dropped instead of freezing the game. (Min 1)
PausedOffFreezes the simulation (cars keep their pose). The debug HUD toggles it with P; '.' steps one tick.

Clock ​

Where the ticks come from: the world's own fixed-tick clock (default) or Unity's FixedUpdate. The results are identical.

SettingDefaultDescription
Use Unity Fixed UpdateOffOff (default): the world runs its own fixed-tick clock in Update. On: ticks run from Unity's FixedUpdate (Project Settings > Time) instead. Results are identical; only the time source changes.
Match Fixed TimestepOnOnly with Use Unity Fixed Update. On: sets Time.fixedDeltaTime to 1/Tick Rate while the world is active (restored afterwards) so each FixedUpdate is exactly one tick; this also changes the step of every Unity Rigidbody. Off: keeps the project's fixed step and accumulates ticks inside it. (Editable when Use Unity Fixed Update is On)

World queries ​

Which layers are ground (driven on) and scenery (obstacles), and how far the ground probes reach.

SettingDefaultDescription
Ground Mask256Layers the wheels and body contact points drive on (downward raycasts). Default layer: AVDGround.
Scenery Mask512Layers treated as obstacles (buildings, walls, poles, props). Their colliders become yaw-only boxes (BoxColliders keep their rotation, other colliders use their bounds). Default layer: AVDScenery.
Probe Up2.5Ground rays start this far above each probed point (m). Steps up to this height are climbed; keep it below the height of anything a car should not drive onto.
Probe Down40Ground rays look this far below each probed point (m). Beyond it the car is considered airborne.

Surface types ​

Surface type (road, grass, dirt, water...) of ground colliders by their PhysicsMaterial, without a component on each object. An AVD Surface on the object wins.

SettingDefaultDescription
Surfaces By Physics Material (list)emptySurface type by the ground collider's PhysicsMaterial: one asset per kind of ground, no component on the objects. An AVD Surface on the object wins over this list; ground matching neither is Road.
Surfaces By Physics Material[] > Physics MaterialNoneGround colliders using this PhysicsMaterial...
Surfaces By Physics Material[] > SurfaceRoad...are this surface type.

AVD Vehicle ​

ArcadeVehicleDriver.AVDVehicle, component

A vehicle driven by the fixed-tick simulation (no Unity Rigidbody), based on the gameplay mechanics of Driver 2. The definition holds how this kind of vehicle drives; here are the parts of this particular car: its visual wheels, engine and horn, steering wheel, damage overrides and camera seats. Move it only with Teleport (the transform is presentation).

SettingDefaultDescription
DefinitionNoneGeometry, grip and tuning of this vehicle. Tuning and handling edits apply live in Play mode.
Control TypePlayerPlayer: precise integration and wheel locking under hard braking (best handling). AI: the cheaper handling path used for traffic. None: not driven.
Wheels4 itemsVisual wheel transforms in slot order: Front Right, Rear Right, Front Left, Rear Left. Each transform should be centred on its wheel (its pivot is the spin axis). Use Detect Wheels in the inspector to fill them.
Wheel PlacementPhysics Contact PointsPhysics Contact Points: wheels are drawn at the definition's contact points (classic look; the model's own wheel positions are ignored).
Model Position: wheels stay where they are in the model and only move with the suspension; run Fit Physics To Model so the physics matches them.
Wheel Inset17Physics Contact Points only: the visual wheel is drawn this many units (160 = 1 m) inside its contact point (classic 17). Fit Physics To Model accounts for it. (Editable when Wheel Placement is Physics Contact Points)
Override DamageOffUse the damage settings below instead of the definition's (e.g. a tougher police car sharing a definition).
DamageThis vehicle's own damage settings (only with Override Damage).
Damage > Max Damage22000Total damage at which the vehicle is wrecked: fire and black smoke and, with Wrecked Stops Car, it can no longer be driven. Classic 22000 (free ride; missions used their own limits). A hard crash adds ~1000-4000; AI cars take double damage. Higher = survives more hits. (Min 1)
Damage > Damage Taken1Multiplies the damage of every hit. 1 = classic, 0.5 = armoured (half damage), 2 = fragile, 0 = indestructible. (Min 0)
Damage > Front Damage1Extra multiplier for hits on the front zones (front left / front right). 1 = classic. (Min 0)
Damage > Side Damage1.5Extra multiplier for hits on the side zones (middle half of the length). Classic is 1, but side hits are naturally weaker (mostly glancing, and front/rear hits also spread to the paired zone), so 1.5 makes the doors dent and wear more like the ends of the car. (Min 0)
Damage > Rear Damage1Extra multiplier for hits on the rear zones (rear left / rear right). 1 = classic. (Min 0)
Damage > Side Hits By DirectionOnClassic: the damaged zone depends only on where the contact point is (side = middle half of the length). The contact point is often a corner of the other car or of the wall, so short cars rarely take side damage. On: a blow coming from the side damages the side zone unless it lands right at a corner.
Damage > Wrecked Stops CarOnWrecked vehicles lock up (handbrake, brakes at speed, no steering), classic.
Start Damage0Damage the vehicle starts with (0 = undamaged). Clamped to the max damage. (Min 0)
EngineEngine on/off and ignition: off by default (the engine always runs, classic).
Engine > Use IgnitionOffOff (classic): the engine is always running. On: the engine can be off, is started with the ignition (player Ignition action, or StartEngine() from scripts) and can fail to start when damaged. While it is off the vehicle can brake and steer but not accelerate, reverse or burn out.
Engine > Start RunningOnThe engine is already running when the vehicle appears (Play). Off: it starts switched off.
Engine > Start On ThrottleOffPressing accelerate with the engine off turns the key (handy for AI and casual players). Off: only the Ignition action or StartEngine() starts it.
Engine > Crank Seconds0.7Seconds the starter turns before the engine catches. Random: a different time between Min and Max on every start.
Engine > Failed Crank Seconds1.3Seconds the starter turns on an attempt that fails (then it stops and you try again). Random: a different time between Min and Max on every failed attempt.
Engine > Start Flare0.3When the engine catches the revs flare up to this level (0..1 of full revs: 0.3 is about 2700 RPM on the default 900-7000 RPM range) and settle back to idle. (Range 0 to 1)
Engine > Flare Rise Seconds0.15Seconds for the start flare to rise to its peak. (Min 0.01)
Engine > Flare Fall Seconds1.1Seconds for the start flare to settle back to idle. (Min 0.01)
Engine > Stall When WreckedOnThe engine dies when the vehicle is wrecked (damage at its Max Damage).
Engine > Wrecked Cannot StartOnA wrecked vehicle never starts: the starter turns (you hear the ignition) but the engine does not catch. Repair() makes it startable again.
Engine > Start FailuresNeverNever: always starts at the first attempt.
Above Damage: from Fail From Damage on, starting takes 1 to Max Attempts attempts.
Damage Levels: a list of damage percentages, each with its own maximum (e.g. 20% = up to 3, 60% = up to 5, 90% = up to 8). The number of attempts is picked at random when the first attempt is made.
Engine > Fail From Damage Percent30Above Damage: from this total damage (percent of Max Damage) the engine may need several attempts. (Range 0 to 100; Shown when Start Failures is Above Damage)
Engine > Max Attempts3Above Damage: starting takes 1 to this many attempts. (Min 1; Shown when Start Failures is Above Damage)
Engine > Failure Levels (list)3 itemsDamage Levels: the highest level reached by the damage applies. Below the first level the engine always starts at once. (Shown when Start Failures is Damage Levels)
Engine > Failure Levels[] > From Damage Percent20From this total damage (percent of the vehicle's Max Damage)... (Range 0 to 100)
Engine > Failure Levels[] > Max Attempts3...starting takes 1 to this many attempts (picked at random when the first attempt is made). (Min 1)
Has HornOnThe vehicle has a horn: the player's Horn action and SetHorn() / Honk() from scripts sound it (heard through AVD Vehicle Audio; HornChanged lets other systems react).
Camera Mounts (list)emptyThis vehicle's own positions for Mounted camera modes (cockpit, hood...), matched by mode name.
Camera Mounts[] > Mode"Cockpit"Name of the Mounted camera mode this position is for (as in the camera profile, e.g. "Cockpit").
Camera Mounts[] > Local Position(-0.35, 1.1, 0)Camera position relative to the vehicle (m): x right, y up, z forward. Replaces the mode's Auto Bumper / Local Position.
Camera Mounts[] > Override RotationOffUse Local Euler below instead of the mode's rotation.
Camera Mounts[] > Local Euler(0, 0, 0)Rotation relative to the vehicle (degrees), e.g. a small downward tilt (8, 0, 0). (Editable when Override Rotation is On)
Camera Mounts[] > Override Field Of ViewOffUse Field Of View below instead of the mode's lens (e.g. a wider view in a small cockpit).
Camera Mounts[] > Field Of View70Vertical field of view in degrees. (Range 20 to 120; Editable when Override Field Of View is On)
Steering WheelOptional steering wheel inside the model, turned together with the front wheels.
Steering Wheel > TransformNoneThe steering wheel object inside the model (optional). Detect Steering Wheel in the inspector finds it by name.
Steering Wheel > Rotation Range900Lock-to-lock rotation in degrees: half of it each way at full lock (900 = -450..+450, a real car; classic arcade look ~180-360). 0 = the wheel never turns. (Range 0 to 900)
Steering Wheel > AxisZLocal axis of the steering wheel object that points along the steering column.
Steering Wheel > InvertOffTurns the other way. Normally not needed: the direction is chosen so a right turn is clockwise as seen from the driver's seat, whichever way the axis points.
Steering Wheel > Rotate AroundPivotPivot: turn around the object's pivot.
Mesh Centre: turn around the centre of its mesh (when the pivot is not on the steering column, e.g. models exported with every pivot at the origin).
GizmosScene view helpers drawn while the vehicle is selected (collision box, contact points, wheels, suspension). The inspector's Edit Body Shape button makes the box and body points draggable.
Gizmos > EnabledOnDraw the helpers below while the vehicle is selected.
Gizmos > OriginOnWhite dot + forward line: the physics origin (centre of rotation, the transform position) and the forward direction.
Gizmos > Collision BoxOnCyan box: the collision box (definition > Cosmetics > Col Box, placed by Cog). Used for hits against cars and scenery.
Gizmos > Body Contact PointsOnYellow dots: the 12 body contact points (Cosmetics > C Points) that keep the chassis out of the ground.
Gizmos > Wheel ContactsOnGreen dots: the wheel contact points (Cosmetics > Wheel Disp) where the tyre forces act.
Gizmos > Wheel CirclesOnGreen circles: the physics wheel size (Cosmetics > Wheel Size) at rest. Compare with the model's wheels to check a fit.
Gizmos > Suspension TravelOnLight green lines: how far each wheel centre can travel, from fully extended to Tuning > Max Compression.
Gizmos > Effect PointsOnOrange dot: engine smoke/fire point. Grey dots with a line: exhaust pipes and the puff direction (definition > Effect Points).
Gizmos > Damage ZonesOffColoured boxes: the six damage zones on the collision box, split exactly as the simulation decides which zone a hit damages (front / rear = outer quarters of the length measured from the physics origin, side = middle half; left / right of the origin). Dashed lines: with Side Hits By Direction, blows from the side count as side damage up to these lines. In Play mode each zone shows its damage (green to red).
Gizmos > LabelsOnText labels next to the helpers (editor only).

AVD Vehicle Definition ​

ArcadeVehicleDriver.AVDVehicleDefinition, asset (Create > Arcade Vehicle Driver)

Everything that makes a kind of vehicle drive the way it does: geometry (wheels, body box, contact points), engine and grip, handling, tuning (speeds, brakes, suspension, steering), damage, and its effects. Shared by every vehicle of that model. Values are in simulation units: 160 = 1 m, 4096 = 1.0.

General ​

The vehicle's name, as shown by the debug HUD.

SettingDefaultDescription
Display Name"Sedan"Name shown in the debug HUD.

Geometry, engine and grip ​

Physical description in simulation units (160 = 1 m, 4096 = 1.0): wheel contact points and size, engine power and traction, the collision box, centre of gravity and body contact points, inertia and mass. Usually written by Fit Physics To Model on the vehicle. Geometry edits need the vehicle's Reload Cosmetics in Play mode; the other values apply live.

SettingDefaultDescription
Wheels
Wheel Disp4 itemsWheel contact points relative to the vehicle origin, in order 0 front-right, 1 rear-right, 2 front-left, 3 rear-left (units, 160 = 1 m). X = half track (+right), Z = axle position (+front), Y = suspension mount height (classic value -30). Keep left/right symmetric or the car pulls to one side. Green spheres in the Scene view.
Wheel Size49Wheel radius in units (160 = 1 m). Classic cars: 49-55 (~0.31-0.34 m). Used for the visual wheel height and wheel spin speed. Green circles in the Scene view.
Engine and grip
Power Ratio4096Engine power, 4096 = 1.0 (forward thrust = Power Ratio x 4915 / 4096). Higher = faster acceleration and a higher drag-limited top speed. Classic range 3000 (van) - 4700 (muscle car).
Traction4096Tyre grip, 4096 = 1.0. Higher = less sliding in corners and under braking. Classic range 4096-4400.
Body
Col Box(129, 88, 382)Collision box HALF size in units (x = half width, y = half height, z = half length). Used for car-to-car and car-to-scenery hits and for damage zones. Cyan box in the Scene view.
Cog(0, -95, 0)Centre of gravity offset in units: the collision box centre sits at origin - cog (so cog.y = -95 puts the box 95 units above the origin). Moves the box, not the rotation centre (that is always the origin).
C Points12 items12 body contact points (units) that stop the chassis sinking into the ground and lift it out of steps: 0-3 bottom corners, 4-5 rear, 6-9 roof, 10-11 front. Generated from the collision box by the fitter. Yellow spheres in the Scene view.
Inertia and mass
Twist Rate X224Not used by the current model (kept for data compatibility).
Twist Rate Y224Inverse inertia for yaw and pitch. Higher = the car rotates more easily (snappier turn-in, spins more after hits). Classic 224 (cars), 180 (van).
Twist Rate Z1120Inverse inertia for roll. Higher = more body roll / easier to tip over. Classic 1120 (cars), 900 (van).
Mass4096Relative mass for car-to-car hits, 4096 = normal car: the lighter car of a pair is pushed more. 32767 = practically immovable.

Handling ​

Tyre grip and drivetrain: overall friction, braking grip, the steering "auto brake" that makes cars turn in sharply, which wheels the engine drives (rear, front or all, with the split between the axles) and the optional traction limit (driven wheels spin when the weight on them is too low).

SettingDefaultDescription
Friction Scale Ratio32Overall tyre grip, 32 = 1.0 (normal cars). 45-68 = very grippy (trucks, 4x4s); below 32 = slippery.
Aggressive BrakingOnBraking hard above ~10 km/h gives 25% more grip, so the car stops shorter and turns while braking.
Auto Brake OnOnSteering at speed adds front grip ("auto brake"), making the car turn in more sharply. Off = more understeer.
Drivetrain
DrivetrainRear Wheel DriveWhich wheels the engine drives. The total push is the same for every layout (the engine does not get stronger); what changes is where it goes:
Rear Wheel Drive (classic): the rear wheels push; burnouts and power slides.
Front Wheel Drive: the steered front wheels pull; steadier, understeers under power.
All Wheel Drive: the push is split between both axles (Front Drive Share), so each tyre does less work; with Adaptive Split and Traction Limit it keeps pulling on climbs and loose ground where two-wheel drive spins.
Front Drive Share0.4All Wheel Drive: share of the push sent to the front axle (0.4 = 40% front / 60% rear, a typical rear-biased 4x4; 0.5 = locked centre differential). (Range 0 to 1; Shown when Drivetrain is All Wheel Drive)
Adaptive SplitOnAll Wheel Drive: move the push towards the axle with more grip, like a centre differential: the loaded axle on a climb or under acceleration, the axle on asphalt when the other is on grass, sand or water. (Shown when Drivetrain is All Wheel Drive)
Traction LimitOffOff (classic): the driven wheels always push fully, whatever their load.
On: each driven wheel can only push as hard as the weight on it allows (Traction Grip): on steep climbs, over crests or under hard acceleration the unloaded axle loses push and spins. Loose ground (grass, sand) already halves the grip. All-wheel drive spreads the push and keeps pulling.
Traction Grip1Traction Limit: how much push a wheel with its normal (resting) load can take, 1 = a little more than the classic full throttle of a normal car. Lower = spins earlier (slippery tyres), higher = rarely. (Range 0.3 to 3; Shown when Traction Limit is On)

Tuning ​

Speed limits, acceleration and brakes, reverse, handbrake, suspension, steering and gravity on top of the handling. Every default reproduces the classic behaviour; 0 disables a limiter. Applies live in Play mode.

SettingDefaultDescription
Engine
Acceleration Scale1Multiplies the forward thrust. 1 = classic. Raises acceleration and the drag-limited top speed.
Max Speed Kmh0Top speed limiter in km/h. 0 = off (classic: the speed is limited only by drag, ~130 km/h for a normal car). (Min 0)
Cruise Speed Kmh60Speed held by the cruise control (C / d-pad up). (Min 0)
Gear Change Thrust CutOnGear changes briefly cut the thrust, giving the classic stepped acceleration.
Brakes and reverse
Brake Scale1Multiplies the braking force. 1 = classic (118 km/h to stop in ~2.5 s).
Reverse Thrust5000Reverse thrust (classic 5000, multiplied by the engine Power Ratio). Holding brake when stopped reverses.
Max Reverse Speed Kmh0Reverse speed limiter in km/h. 0 = off. (Min 0)
Handbrake
Handbrake Front Grip656Extra front grip while the handbrake is pulled and the car moves (classic 656). Higher = sharper handbrake turns.
Handbrake Stopped Grip375Front grip removed while the handbrake is pulled and the car is stopped (classic 375).
Suspension
Spring Rate230Spring stiffness: force per unit of compression (classic 230). Higher = stiffer, less body movement.
Spring Damping100Damping against the previous compression (classic 100). Higher = less bouncing.
Ride Height Offset14Added to every wheel's compression (classic 14). Higher = the car sits higher on its springs.
Max Compression42Maximum suspension compression in units (classic 42 = 26 cm). Beyond it the body contact points take the hit.
Steering (4096 = 360 degrees)
Steer Rate32Keyboard/d-pad steering speed per tick (classic 32 = 2.8 degrees per tick).
Max Steer352Maximum wheel angle (classic 352 = 31 degrees). Analog sticks are scaled to it.
Fast Steer Rate64Steering speed while Fast Steer is held (classic 64).
Fast Max Steer511Maximum wheel angle while Fast Steer is held (classic 511 = 45 degrees).
Steer Centre Rate64How fast the wheels return to centre when no direction is held (classic 64 per tick).
World
Gravity-7456Gravity per tick in fixed-point (classic -7456). More negative = heavier car, lower and shorter jumps (e.g. -10922 for a heavier feel).

Gearbox ​

Engine speed: the RPM range the rev counter and the engine sound use (Idle Rpm .. Max Rpm) and the rev limiter, for every transmission. Gears: how many and where the automatic changes up. Defaults = the classic four gears with no extra limit. Classic gears only shape the engine revs; in manual the selected gear also caps the speed and pulls weakly when too high. Automatic, Manual or Manual With Clutch is chosen on the AVD Vehicle Manager. Applies live in Play mode.

SettingDefaultDescription
Engine speed
Idle Rpm900RPM at idle (the simulation's revs at 0). Shown by the rev counter and used by the engine sound. (Min 0)
Max Rpm7000RPM at the simulation's full revs: the top of the rev counter and of the engine sound. The classic gears change up at about 79% of it (5550 RPM with the default 900-7000). Changing it rescales the RPM readout and sound, not the driving. (Min 1000)
Limiter Rpm7000Rev limiter, for every transmission: the engine never revs past it. Equal to Max Rpm = no extra limit (classic). Lower: the automatic changes up before it and, in top gear, it caps the top speed; in manual it caps the speed of each gear. Also the revs reached when revving in neutral or with the handbrake. (Min 1000)
Gears
Custom Gear CountOffOff: the classic four gears. On: Gear Count gears, spaced between the classic first and top gear.
Gear Count4Number of forward gears (1-8). (Range 1 to 8; Shown when Custom Gear Count is On)
Custom Shift RpmOffOff: the classic shift points (about 5550 RPM on the default range). On: the RPM at which the automatic changes up from each gear (kept below the limiter).
Shift Rpm3 itemsAutomatic: the RPM at which each gear changes up. The debug HUD shows the RPM live. (Shown when Custom Shift Rpm is On)

Launch and burnout ​

Optional (off = classic). Accelerating against the brakes from a standstill (manual: first gear + handbrake; automatic: accelerate + brake) spins the driven wheels in place while the brakes hold the others; letting the brakes go with the throttle held launches the car like the Burnout button, release the throttle first to pull away calmly. Weak vehicles (below Min Power) and 4x4s just rev.

SettingDefaultDescription
Brake Stand BurnoutOffOff (classic): the handbrake locks the rear wheels and brake beats accelerate.
On: accelerate against the brakes from a standstill (manual: first gear + handbrake; automatic: accelerate + brake) spins the driven wheels in place while the brakes hold the others; releasing the brakes with the throttle held launches the car with a burnout (release the throttle first to pull away calmly). All-wheel-drive and weak vehicles just rev.
Min Power3500Engine power (Power Ratio x Acceleration Scale, 4096 = a normal car) needed to spin the driven wheels against the brakes. Below it the engine just labours and the tyres grip (vans, trucks). Classic powers: van 3000, sedan 4096, muscle 4700. (Min 0; Shown when Brake Stand Burnout is On)
Creep0.3How much the brakes fail to hold a powerful car: 0 = it never moves, 0.3 = a car well above Min Power creeps forward while it smokes the tyres. Scaled by how much the power exceeds Min Power. (Range 0 to 1; Shown when Brake Stand Burnout is On)
Build Up Seconds1.2Seconds for the brake stand to build up: the revs climb from idle like a normal acceleration, the driven wheels start turning, break loose (smoke, squeal) about a third of the way in and reach full burnout revs at the end. (Range 0.1 to 4; Shown when Brake Stand Burnout is On)
Max Start Kmh8The brake stand starts only below this speed (km/h); faster, the brakes and handbrake work as usual. (Min 0; Shown when Brake Stand Burnout is On)

Damage ​

How much damage this vehicle takes per hit and per region (front, side, rear), and when it is wrecked. A vehicle can override these (AVD Vehicle > Damage).

SettingDefaultDescription
Max Damage22000Total damage at which the vehicle is wrecked: fire and black smoke and, with Wrecked Stops Car, it can no longer be driven. Classic 22000 (free ride; missions used their own limits). A hard crash adds ~1000-4000; AI cars take double damage. Higher = survives more hits. (Min 1)
Damage Taken1Multiplies the damage of every hit. 1 = classic, 0.5 = armoured (half damage), 2 = fragile, 0 = indestructible. (Min 0)
Front Damage1Extra multiplier for hits on the front zones (front left / front right). 1 = classic. (Min 0)
Side Damage1.5Extra multiplier for hits on the side zones (middle half of the length). Classic is 1, but side hits are naturally weaker (mostly glancing, and front/rear hits also spread to the paired zone), so 1.5 makes the doors dent and wear more like the ends of the car. (Min 0)
Rear Damage1Extra multiplier for hits on the rear zones (rear left / rear right). 1 = classic. (Min 0)
Side Hits By DirectionOnClassic: the damaged zone depends only on where the contact point is (side = middle half of the length). The contact point is often a corner of the other car or of the wall, so short cars rarely take side damage. On: a blow coming from the side damages the side zone unless it lands right at a corner.
Wrecked Stops CarOnWrecked vehicles lock up (handbrake, brakes at speed, no steering), classic.

Effects ​

Particles and sounds of this vehicle: its impact material for car-to-car hits, its effects profile (smoke, fire, exhaust, debris, skid threshold) and where the engine smoke and exhaust puffs come from.

SettingDefaultDescription
Impact MaterialNoneParticles/sound when this vehicle hits another vehicle. Empty = the Impact Effects default.
EffectsNoneEngine smoke, fire, exhaust, hit debris and skid settings for this vehicle. Empty = the AVD Vehicle Effects default profile.
Effect PointsWhere the engine smoke/fire and the exhaust puffs come from.
Effect Points > CustomOffOff: placed from the collision box (engine smoke over the front, one exhaust low at the rear right). On: the positions below. Dragging a point with Edit Body Shape In Scene turns this on.
Effect Points > Engine(0, 0, 0)Engine smoke and fire (metres, vehicle space). (Editable when Custom is On)
Effect Points > ExhaustsemptyExhaust pipe ends (metres, vehicle space). Puffs leave backwards. (Editable when Custom is On)

AVD Player Input ​

ArcadeVehicleDriver.AVDPlayerInput, component

Drives the vehicle from Input System actions (keyboard, gamepad): steering, throttle, brakes, handbrake, burnout, horn, ignition, cruise, reset, and the manual gearbox (gear up / down, clutch, direct gears) when the AVD Vehicle Manager selects it. Each vehicle works on its own copy of the bindings.

SettingDefaultDescription
ActionsNoneBindings asset with a 'Vehicle' action map (see Defaults/AVDVehicleControls). Empty = built-in defaults.
Stick Deadzone0.12Stick deflection ignored around the centre (0..0.5). Raise it if the car drifts with the stick released. (Range 0 to 0.5)
Analog ThrottleOnOn: trigger pressure controls the throttle (half trigger = half thrust). Off: any press is full throttle (classic digital accelerate). Keyboard is always full throttle.
RumbleOnGamepad vibration on hits and hard landings.

AVD Vehicle Manager ​

ArcadeVehicleDriver.AVDVehicleManager, component

Player-side vehicle settings for the scene: the vehicles the player can drive (Tab / d-pad down hands control and the camera to the next one; the others are parked with the handbrake on) and the player's transmission: automatic (classic), manual, or manual with clutch. One per scene.

Player vehicles ​

The vehicles the player can drive and the camera that follows the active one. Only the active vehicle's AVD Player Input stays enabled; the Next Car action (Tab / d-pad down) moves to the next.

SettingDefaultDescription
Chase CameraNoneCamera retargeted on every switch.
VehiclesemptyVehicles to cycle through. Each needs an AVD Player Input component.
Current0Index of the vehicle controlled at start.

Transmission ​

How the player changes gear, for every vehicle in the list (AI always uses the automatic). Automatic: classic, the gear follows the speed. Manual: Gear Up (X) / Gear Down (Z) through R, N, 1, 2...; the brake only brakes, reverse is the R gear, and each gear tops out at the rev limiter. Manual With Clutch: the Clutch (left Ctrl) must be held to change gear and disconnects the engine while held. Direct actions for R, N and each gear exist unbound in the bindings asset. Applies live.

SettingDefaultDescription
TransmissionAutomaticAutomatic: classic (the gear follows the speed; brake when stopped reverses).
Manual: Gear Up / Gear Down (R, N, 1, 2...); brake only brakes; reverse is the R gear; neutral and the handbrake just rev the engine.
Manual With Clutch: as Manual, but gear changes need the Clutch held, which also disconnects the engine.
Start Gear1Gear selected when a vehicle switches to a manual transmission while stopped (manual vehicles that are already moving keep their current gear). 0 = neutral, 1 = first. (Range 0 to 1; Shown when Transmission is Manual / Manual With Clutch)

AVD Scripted Driver ​

ArcadeVehicleDriver.AVDScriptedDriver, component

Plays a timed list of pad inputs (in simulation ticks): repeatable handling tests, and the simplest example of a controller that is not the player (IAVDVehicleController).

SettingDefaultDescription
Steps (list)emptyPlayed in order from the moment the component is enabled.
Steps[] > Ticks0How long this step lasts, in simulation ticks (30 ticks = 1 s at the default tick rate).
Steps[] > PadNoneButtons held during the step (accelerate, brake, handbrake, left/right...).
Steps[] > Analog Steer0Analog steering -128 (full left) .. 127 (full right). Only with Use Analogue. (Range -128 to 127)
Steps[] > Use AnalogueOffSteer with Analog Steer instead of the Left/Right buttons.
Steps[] > ClutchOffClutch held during the step (manual gearbox with clutch).
Steps[] > Select GearOffManual gearbox: put the lever in Gear when the step starts.
Steps[] > Gear0Gear selected when the step starts: -1 = R, 0 = N, 1.. = forward gears.
LoopOffStart again after the last step. Off = hold the handbrake when finished.
Take ControlOnTake control from other controllers on this car while enabled.

AVD Vehicle Damage ​

ArcadeVehicleDriver.AVDVehicleDamage, component

Visual damage driven by the vehicle's damage (zones and total): dents in the body meshes, a damaged-paint overlay, parts that come off and breaking glass. Each one can be switched off. Physics and handling are not affected (they follow the simulation's damage). Repair restores everything.

Dents ​

Pushes the body mesh vertices in where the car is hit. Zone mode dents each of the 6 damage zones as a whole; Impact Point dents around each contact (direction from the hit); Hybrid mixes both. Dent Per Damage and Impact Radius set how deep and wide a hit dents; Max Dent caps it.

SettingDefaultDescription
DentsOnDeform the body meshes when the vehicle takes damage.
ModeHybridZones: each damage zone crushes its part of the car as its damage grows.
Impact Point: each hit dents the body where it struck, in the direction of the blow.
Hybrid: impact dents plus a lighter zone crush. (Editable when Dents is On)
Max Dent0.3No vertex moves more than this (m), however many hits. (Min 0.01; Editable when Dents is On)
Zone Depth0.25Zones / Hybrid: how far a zone's outer edge is crushed at full zone damage (m). (Min 0; Editable when Dents is On)
Hybrid Zone Share0.4Hybrid: share of Zone Depth used (the rest of the look comes from the impact dents). (Range 0 to 1; Editable when Dents is On)
Dent Per Damage0Impact Point / Hybrid: dent depth per point of damage taken (m). 0.0001 = 0.2 m for a 2000-damage crash. (Min 0; Editable when Dents is On)
Impact Radius0.6Impact Point / Hybrid: radius of a dent (m); harder hits make wider dents (up to 1.4x). (Min 0.05; Editable when Dents is On)
Scenery Hit Height-0.3Impact Point / Hybrid: height of dents from walls and buildings, from the bottom (-1) to the top (1) of the collision box. Scenery hits are worked out from above (2D), so they carry no height; -0.3 = bumper and door level. Car-to-car hits use their real 3D contact point. (Range -1 to 1; Editable when Dents is On)
Crumple0.6Random variation of the dents (crumpled metal instead of a smooth push). (Range 0 to 1; Editable when Dents is On)
Recalculate NormalsOnRecompute normals after denting, so the dents catch the light (costs a little per hit). (Editable when Dents is On)
Body MeshesemptyMeshes that dent. Empty = every mesh of the vehicle except the wheels and the steering wheel. Meshes must be readable (Read/Write enabled).

Damaged material ​

A grunge / scratched-paint overlay that fades in on the body as the total damage grows.

SettingDefaultDescription
Damaged MaterialOnScratches and dirt appear over the damaged parts of the body (an overlay drawn with the vertex damage).
Damage OverlayNoneOverlay material (alpha-blended, uses vertex colour alpha as the damage amount). Default: Defaults/Damage/AVDDamageOverlay. (Editable when Damaged Material is On)

Detachable parts ​

Bumpers, doors, hood... that fall off when the damage of their zone passes a limit. Found by name (Part Names) or listed one by one (Parts) with their own zone and limit.

SettingDefaultDescription
Detach PartsOnParts come off when their zone is damaged enough.
Parts (list)emptyThe parts. Empty = found by name (Part Names) when the vehicle starts. (Editable when Detach Parts is On)
Parts[] > PartNoneThe part's object (hood, bumper, door, spoiler, mirror...). It is hidden and a copy flies off with Unity physics.
Parts[] > ZoneAutoDamage zone that knocks it off. Auto = any zone the part sits in (a hood across the front: both front zones).
Parts[] > Detach Damage3000Zone damage (0-4095) at which it comes off. Zones reach ~1000-2000 after one hard crash, 4095 at most. (Range 0 to 4095)
Part Names"hood|bonnet|cap[oô]|bumper|para.?choque|door|porta|trunk|boot|tailgate|spoiler|aerof[oó]lio|wing|mirror|retrovisor|espelho|hubcap|calota|fender|paralama|grill|grade"Object names that are detachable parts when the list above is empty (regular expression, case-insensitive). (Editable when Detach Parts is On)
Auto Detach Damage3000Zone damage at which automatically found parts come off. (Range 0 to 4095; Editable when Detach Parts is On)
Part Lifetime15Seconds before a fallen part disappears (0 = never). (Min 0; Editable when Detach Parts is On)
Detach Speed3Speed (m/s) a part is thrown off with, on top of the vehicle's speed. (Min 0; Editable when Detach Parts is On)

Glass ​

Windows crack and then shatter (shards) when their zone takes enough damage or the hit is fast enough. Glass is found by object or material name (Glass Names).

SettingDefaultDescription
Break GlassOnWindows crack and then break.
Glass Names"glass|window|windshield|windscreen|vidro|janela|cristal|vetro"Objects or materials whose name matches are glass (regular expression, case-insensitive). A glass material inside the body mesh is handled as its own pane. (Editable when Break Glass is On)
Glass Crack Damage1200Damage around a pane (0-4095) at which it cracks. (Range 0 to 4095; Editable when Break Glass is On)
Glass Break Damage2600Damage around a pane (0-4095) at which it breaks. (Range 0 to 4095; Editable when Break Glass is On)
Glass Break Speed Kmh45A hit at least this fast (km/h) within 1.2 m of a pane breaks it at once. (Min 0; Editable when Break Glass is On)
Cracked GlassNoneCracks drawn over a cracked pane. Default: Defaults/Damage/AVDCrackedGlass. (Editable when Break Glass is On)
Glass ShardsShards when a pane breaks.
Glass Shards > EnabledOnOff = this effect is not emitted.
Glass Shards > PrefabNoneYour own effect. Every ParticleSystem in the prefab is emitted in place with its own colours, sizes and materials. The prefab's +Z is turned to the emission direction (up for smoke and fire, backwards for exhausts). The root emits Count particles; each child emits Count x (its Emission Rate / the root's Emission Rate). Empty = the generated particles below.
Glass Shards > Count30Particles per emission. Emissions happen every few simulation ticks, as in the classic model (smoke and exhaust: every 4th tick, fire: every 2nd tick, skids: every 4th tick per wheel). (Min 1)
Generated (used without a prefab)
Glass Shards > Start Color#CCE6FFE6Colour (and opacity) when the particle is born. (Shown when Prefab is Off)
Glass Shards > End Color#CCE6FF80Colour (and opacity) when the particle dies. Use alpha 0 to fade out. (Shown when Prefab is Off)
Glass Shards > Start Size0.04Diameter in metres when born. (Min 0.001; Shown when Prefab is Off)
Glass Shards > End Size0.03Diameter in metres when it dies (smoke grows: classic engine smoke 0.6 -> 3 m). (Min 0.001; Shown when Prefab is Off)
Glass Shards > Lifetime1.2Lifetime in seconds (classic smoke ~1.3 s, fire ~0.7 s). (Min 0.01; Shown when Prefab is Off)
Glass Shards > Random Speed2.5Random speed in m/s in any direction (spread). (Min 0; Shown when Prefab is Off)
Glass Shards > Rise1.2Upward speed in m/s (smoke rises). Negative = sinks. (Shown when Prefab is Off)
Glass Shards > Gravity1.2Gravity multiplier: 0 for smoke, ~1 for debris and dirt that falls back down. (Shown when Prefab is Off)
Glass Shards > Inherit Velocity0.4How much of the vehicle's velocity the particle inherits (0 = stays where it was born). (Range 0 to 1; Shown when Prefab is Off)
Glass Shards > AdditiveOffAdditive blending: glows, for fire and sparks. Off = normal transparency, for smoke and dust. (Shown when Prefab is Off)
Glass Shards > MaterialNoneParticle material. Empty = a soft round particle (URP Particles/Unlit) with the blending above. (Shown when Prefab is Off)

AVD Vehicle Audio ​

ArcadeVehicleDriver.AVDVehicleAudio, component

Plays the vehicle's sounds (engine, ignition, tyres, gear shifts, bumps, horn, wind, damaged engine) from a Sound Profile. Everything is worked out per simulation tick, like the engine revs, and interpolated between ticks. Ground sounds come from each ground's Surface Effects; crash sounds from Impact Effects.

Sounds ​

Which sound profile this vehicle uses and how loud it is overall.

SettingDefaultDescription
ProfileNoneThe sounds of this kind of vehicle. Vehicles of the same model share one profile.
Volume1Volume of every sound of this vehicle. (Range 0 to 2)

AVD Vehicle Sound Profile ​

ArcadeVehicleDriver.AVDVehicleSoundProfile, asset (Create > Arcade Vehicle Driver)

The sounds of one kind of vehicle, shared by every vehicle using it (AVD Vehicle Audio > Profile). All levels and smoothing are worked out per simulation tick and interpolated between ticks. Ground sounds (skid, rolling) come from each ground's Surface Effects; crash sounds from the Impact Effects.

SettingDefaultDescription
NotesNoneFree notes about this profile (not used by the game).

Engine ​

How the engine is heard. Classic: two loops (idle and revs). Layered: any number of loops recorded at fixed RPMs, cross-faded by the RPM like modern racing games.

SettingDefaultDescription
Engine ModeClassicClassic: two loops (idle and revs), pitched by the revs and cross-faded by the throttle.
Layered: N loops recorded at fixed RPMs, each pitched by RPM / its RPM and cross-faded with its neighbours; optional off-throttle loops.
Engine Volume1Overall engine volume. (Range 0 to 2)
Engine Off When ParkedOnOnly for vehicles without the ignition (AVD Vehicle > Engine > Use Ignition off): parked vehicles (not driven by a player or script) are silent. With the ignition, the engine is heard while it runs.
Engine Fade Ticks10Ticks for the engine to fade in when it starts and out when it stops. (Min 1)

Classic loops ​

The classic engine: an idle loop heard off the throttle at low revs, and a revs loop heard on the throttle. Both pitches follow the revs; volumes step every tick.

SettingDefaultDescription
Idle ClipNoneThe idle loop, heard when off the throttle at low revs. (Shown when Engine Mode is Classic)
Revs ClipNoneThe revs loop, heard on the throttle and at higher revs. (Shown when Engine Mode is Classic)
Idle Pitch(1, 2.88)Idle loop pitch at 0 revs and at full revs (classic 1.0 and 2.875: revs/4 + 4096). (Shown when Engine Mode is Classic)
Revs Pitch(0.37, 2.24)Revs loop pitch at 0 revs and at full revs (classic 0.366 and 2.24: revs/4 + 1500, slightly lowered while the revs loop fades in). (Shown when Engine Mode is Classic)

Layered loops ​

Each layer is a loop recorded at a fixed RPM (plus an optional off-throttle loop). The two layers around the current RPM cross-fade (equal power), each pitched to RPM / its RPM; the load (throttle) cross-fades the on and off loops.

SettingDefaultDescription
Layers (list)emptyThe loops, any number, any order (sorted by RPM at runtime). (Shown when Engine Mode is Layered)
Layers[] > Rpm3000RPM the loops were recorded at. The loop plays at pitch = current RPM / this RPM. (Min 1)
Layers[] > On LoadNoneLoop under load (accelerating).
Layers[] > Off LoadNoneOptional loop off load (coasting, braking). Empty = the on-load loop, quieter (Off Load Volume).
Layers[] > Volume1Volume of this layer. (Range 0 to 2)
Load Step Per Tick(0.25, 0.15)How far (0..1 per tick) the load moves towards 1 on the throttle and towards 0 off it. Lower = softer transitions between the on and off loops. (Shown when Engine Mode is Layered)
Off Load Volume0.55Volume of a layer off the throttle when it has no off-load loop. (Range 0 to 1; Shown when Engine Mode is Layered)
Pitch Limits(0.5, 2)Pitch limits, so a loop is never stretched too far (add layers to cover the range instead). (Shown when Engine Mode is Layered)

Ignition ​

Sounds of the engine being started and switched off. The ignition itself (engine on/off, failed starts) is set on the vehicle: AVD Vehicle > Engine.

SettingDefaultDescription
Ignition ClipNoneLoop while the starter turns (each start attempt, also the failed ones of a damaged or wrecked vehicle).
Ignition Volume0.8(Range 0 to 2)
Engine Start ClipNonePlays when the engine catches (with the ignition), or when the vehicle starts being driven (without it; classic: getting into a car).
Engine Start Volume0.8(Range 0 to 2)
Engine Stop ClipNonePlays when the engine is switched off or stalls (ignition only).
Engine Stop Volume0.7(Range 0 to 2)

Tyres ​

Tyre squeal and rolling noise. Their clips normally come from the ground's Surface Effects (Skid Sound, Roll Sound), so each ground sounds different; the clip here is the fallback.

SettingDefaultDescription
Skid ClipNoneSkid loop used where the ground has no Surface Effects (or none could be found), on road-type surfaces only. Ground with Surface Effects uses its own Skid Sound.
Skid Volume1Volume of the skid (squeal) loop. (Range 0 to 2)
Roll Volume1Volume of the rolling loop of the ground (Surface Effects > Roll Sound), which grows with speed. (Range 0 to 2)

Skid sensitivity ​

When the squeal starts and how it grows. A tyre slides sideways by some amount (the simulation's axle slip: State.hd.front_vel / rear_vel). Below Start Slip the tyres are silent; at Start Slip they squeal softly (Start Volume) and the squeal grows to full at Full Slip. Wheelspin is always full. Classic values: rear wheels only, Start 17765, Full 37100, Start Volume 0.

SettingDefaultDescription
Skid From Tyre MarksOnOn: the squeal starts exactly where the tyres start leaving marks (Vehicle Effects profile > Skid Slip, including the front wheels when that profile marks them), so every visible mark is heard. Off: use Start Slip and Front Wheels below.
Skid Start Slip12000Slip at which the squeal starts (soft). Lower = more sensitive (light slides already squeal). Classic tyre marks start at 15000. (Min 0; Shown when Skid From Tyre Marks is Off)
Skid Front WheelsOnSliding front wheels squeal too (understeer), not only the rear ones (classic: rear only). (Shown when Skid From Tyre Marks is Off)
Skid Full Slip37000Slip at which the squeal is full (classic 37100). Must be above the start. (Min 1)
Skid Start Volume0.2Squeal volume (0..1 of full) right at the start, so light slides are heard softly. 0 = fades in from silence (classic). (Range 0 to 1)
Skid Pitch(0.75, 1)Squeal pitch at the start and at full slip (classic 0.75 to 1).

Other sounds ​

Gear shifts, suspension knocks, horn, wind and the rattle of a damaged engine.

SettingDefaultDescription
Gear Shift ClipsemptyOne of these plays at each gear change (empty = none, classic: only the revs drop).
Gear Shift Volume0.7(Range 0 to 2)
Bump ClipsemptyOne of these plays when a wheel hits a bump hard (classic: suspension knocks, player cars).
Bump Volume0.8(Range 0 to 2)
Horn ClipNoneLoop while the horn sounds (player Horn action, or SetHorn / Honk from scripts).
Horn Volume0.8(Range 0 to 2)
Wind ClipNoneWind loop, rising with speed between the two speeds (km/h).
Wind Volume0.6(Range 0 to 2)
Wind Speed Kmh(40, 180)Speeds (km/h) where the wind starts and where it is full.
Damaged Engine ClipNoneLoop of a damaged engine (rattle), rising with the front damage from the white smoke level (2000) to the maximum, full when wrecked.
Damaged Engine Volume0.6(Range 0 to 2)

Output (Unity audio) ​

How the built-in output plays the sounds: mixer groups, 3D distance, doppler, priority. Ignored by middleware outputs (FMOD...).

SettingDefaultDescription
Engine GroupNoneMixer group for the engine loops (empty = straight to the listener).
Tyres GroupNoneMixer group for tyres, wind and bumps.
Effects GroupNoneMixer group for the horn, ignition, gear shifts, damaged engine and engine start / stop.
Spatial Blend10 = 2D (same volume everywhere), 1 = 3D (positioned at the vehicle). (Range 0 to 1)
Distance(4, 150)Full volume closer than Min, inaudible beyond Max (metres, logarithmic roll-off).
Doppler Level0.5Doppler effect (0 = none). (Range 0 to 5)
Priority64Lower = more important when Unity runs out of voices (0 = highest). (Range 0 to 256)

AVD Vehicle Effects ​

ArcadeVehicleDriver.AVDVehicleEffects, component

Vehicle effects for every vehicle in the world, paced by the simulation ticks: engine smoke and fire by damage, exhaust puffs, debris when hit, and tyre marks, smoke and dust chosen by the ground under each wheel. One per scene.

Defaults ​

The effects used when nothing more specific applies: the vehicle effects profile for vehicles whose definition has none, and the surface effects for ground that no mapping below matches.

SettingDefaultDescription
Default ProfileNoneVehicle effects for vehicles whose definition has no Effects profile.
Default SurfaceNoneGround effects when nothing below matches (usually the road).

Ground mappings ​

Which Surface Effects (marks, dust, skid sound) a ground gets, checked in this order: an AVD Surface on the object, then render material, terrain layer, PhysicsMaterial and finally surface type. The first match wins.

SettingDefaultDescription
By Material (list)emptyBy the ground's render material: the most direct way to give each texture its own marks and dust.
By Material[] > MaterialNoneGround rendered with this material (the sub-mesh under the wheel for MeshColliders)...
By Material[] > EffectsNone
By Terrain Layer (list)emptyBy the most painted terrain layer under the wheel (Unity Terrain).
By Terrain Layer[] > LayerNoneTerrain areas where this layer is the most painted one...
By Terrain Layer[] > EffectsNone
By Physics Material (list)emptyBy the ground collider's PhysicsMaterial.
By Physics Material[] > Physics MaterialNoneGround colliders using this PhysicsMaterial...
By Physics Material[] > EffectsNone
By Surface Type (list)emptyBy the AVD Surface type (ground without AVD Surface is Road).
By Surface Type[] > SurfaceRoad
By Surface Type[] > EffectsNone

Tyre marks ​

Skid marks laid by sliding tyres: one segment per wheel per tick, drawn in batches per material. Older segments are reused when the budget is full.

SettingDefaultDescription
Tyre MarksOn
Tyre Mark MaterialNoneDefault mark material (alpha-blended, vertex colours). Empty = generated.
Max Segments4096Mark segments kept per material; the oldest are reused (classic: 64 per wheel). One segment is laid per tick per wheel. (Min 16)
Mark Lifetime0Seconds before a mark disappears (0 = only when its segment is reused). (Min 0)
Mark Fade3Seconds of fading at the end of Mark Lifetime. (Min 0)
Mark Height0.02Height of the marks above the ground (m), to avoid flickering. (Min 0)

Output ​

Global switches for the particles and which vehicles produce effects.

SettingDefaultDescription
ParticlesOn
Ai VehiclesOnAI vehicles also skid, smoke and leave marks (classic: only the player and the lead car).
Wind(0, 0, 0)Wind (m/s) that carries the smoke.

AVD Vehicle Effects Profile ​

ArcadeVehicleDriver.AVDVehicleEffectsProfile, asset (Create > Arcade Vehicle Driver)

A vehicle's own effects: engine smoke by damage (white, black, then fire when wrecked), exhaust, debris when hit, and when the tyres start leaving marks. Set it on a vehicle definition (Effects), or as AVD Vehicle Effects' default.

SettingDefaultDescription
NotesNone

Smoke levels ​

The engine smokes from the front damage zones: white smoke from Light Damage, black smoke from Heavy Damage, fire when the vehicle is wrecked (classic 2000 / 3000 of 4095).

SettingDefaultDescription
Light Damage2000Light damage: white engine smoke once the front damage zones (State.damage[0] / [1], 0-4095 each) pass this value. Classic 2000. (Min 0)
Heavy Damage3000Heavy damage: black engine smoke once a front damage zone passes this value. Classic 3000. Fire and black smoke also start when the vehicle is wrecked (its Max Damage, set in the definition or on the vehicle). The debug HUD (F1) shows the values live. (Min 0)

Engine smoke and fire ​

Particles at the definition's Engine point for each damage level, and the speeds above which they stop (the wind blows them out).

SettingDefaultDescription
Light SmokeLight damage smoke. Classic: white, 0.6 -> 2.5 m, every 4th tick.
Light Smoke > EnabledOnOff = this effect is not emitted.
Light Smoke > PrefabNoneYour own effect. Every ParticleSystem in the prefab is emitted in place with its own colours, sizes and materials. The prefab's +Z is turned to the emission direction (up for smoke and fire, backwards for exhausts). The root emits Count particles; each child emits Count x (its Emission Rate / the root's Emission Rate). Empty = the generated particles below.
Light Smoke > Count1Particles per emission. Emissions happen every few simulation ticks, as in the classic model (smoke and exhaust: every 4th tick, fire: every 2nd tick, skids: every 4th tick per wheel). (Min 1)
Generated (used without a prefab)
Light Smoke > Start Color#E6E6E68CColour (and opacity) when the particle is born. (Shown when Prefab is Off)
Light Smoke > End Color#E6E6E600Colour (and opacity) when the particle dies. Use alpha 0 to fade out. (Shown when Prefab is Off)
Light Smoke > Start Size0.6Diameter in metres when born. (Min 0.001; Shown when Prefab is Off)
Light Smoke > End Size2.5Diameter in metres when it dies (smoke grows: classic engine smoke 0.6 -> 3 m). (Min 0.001; Shown when Prefab is Off)
Light Smoke > Lifetime1.3Lifetime in seconds (classic smoke ~1.3 s, fire ~0.7 s). (Min 0.01; Shown when Prefab is Off)
Light Smoke > Random Speed0.3Random speed in m/s in any direction (spread). (Min 0; Shown when Prefab is Off)
Light Smoke > Rise0.9Upward speed in m/s (smoke rises). Negative = sinks. (Shown when Prefab is Off)
Light Smoke > Gravity0Gravity multiplier: 0 for smoke, ~1 for debris and dirt that falls back down. (Shown when Prefab is Off)
Light Smoke > Inherit Velocity0How much of the vehicle's velocity the particle inherits (0 = stays where it was born). (Range 0 to 1; Shown when Prefab is Off)
Light Smoke > AdditiveOffAdditive blending: glows, for fire and sparks. Off = normal transparency, for smoke and dust. (Shown when Prefab is Off)
Light Smoke > MaterialNoneParticle material. Empty = a soft round particle (URP Particles/Unlit) with the blending above. (Shown when Prefab is Off)
Heavy SmokeHeavy damage and wrecked smoke. Classic: black, 0.6 -> 3.1 m, every 4th tick.
Heavy Smoke > EnabledOnOff = this effect is not emitted.
Heavy Smoke > PrefabNoneYour own effect. Every ParticleSystem in the prefab is emitted in place with its own colours, sizes and materials. The prefab's +Z is turned to the emission direction (up for smoke and fire, backwards for exhausts). The root emits Count particles; each child emits Count x (its Emission Rate / the root's Emission Rate). Empty = the generated particles below.
Heavy Smoke > Count1Particles per emission. Emissions happen every few simulation ticks, as in the classic model (smoke and exhaust: every 4th tick, fire: every 2nd tick, skids: every 4th tick per wheel). (Min 1)
Generated (used without a prefab)
Heavy Smoke > Start Color#1F1F1FB2Colour (and opacity) when the particle is born. (Shown when Prefab is Off)
Heavy Smoke > End Color#1F1F1F00Colour (and opacity) when the particle dies. Use alpha 0 to fade out. (Shown when Prefab is Off)
Heavy Smoke > Start Size0.6Diameter in metres when born. (Min 0.001; Shown when Prefab is Off)
Heavy Smoke > End Size3.1Diameter in metres when it dies (smoke grows: classic engine smoke 0.6 -> 3 m). (Min 0.001; Shown when Prefab is Off)
Heavy Smoke > Lifetime1.3Lifetime in seconds (classic smoke ~1.3 s, fire ~0.7 s). (Min 0.01; Shown when Prefab is Off)
Heavy Smoke > Random Speed0.3Random speed in m/s in any direction (spread). (Min 0; Shown when Prefab is Off)
Heavy Smoke > Rise1.1Upward speed in m/s (smoke rises). Negative = sinks. (Shown when Prefab is Off)
Heavy Smoke > Gravity0Gravity multiplier: 0 for smoke, ~1 for debris and dirt that falls back down. (Shown when Prefab is Off)
Heavy Smoke > Inherit Velocity0How much of the vehicle's velocity the particle inherits (0 = stays where it was born). (Range 0 to 1; Shown when Prefab is Off)
Heavy Smoke > AdditiveOffAdditive blending: glows, for fire and sparks. Off = normal transparency, for smoke and dust. (Shown when Prefab is Off)
Heavy Smoke > MaterialNoneParticle material. Empty = a soft round particle (URP Particles/Unlit) with the blending above. (Shown when Prefab is Off)
FireWrecked: flames, every 2nd tick. Classic: 0.3 -> 0.6 m, ~0.7 s.
Fire > EnabledOnOff = this effect is not emitted.
Fire > PrefabNoneYour own effect. Every ParticleSystem in the prefab is emitted in place with its own colours, sizes and materials. The prefab's +Z is turned to the emission direction (up for smoke and fire, backwards for exhausts). The root emits Count particles; each child emits Count x (its Emission Rate / the root's Emission Rate). Empty = the generated particles below.
Fire > Count2Particles per emission. Emissions happen every few simulation ticks, as in the classic model (smoke and exhaust: every 4th tick, fire: every 2nd tick, skids: every 4th tick per wheel). (Min 1)
Generated (used without a prefab)
Fire > Start Color#FFD94CFFColour (and opacity) when the particle is born. (Shown when Prefab is Off)
Fire > End Color#E6330D00Colour (and opacity) when the particle dies. Use alpha 0 to fade out. (Shown when Prefab is Off)
Fire > Start Size0.35Diameter in metres when born. (Min 0.001; Shown when Prefab is Off)
Fire > End Size0.7Diameter in metres when it dies (smoke grows: classic engine smoke 0.6 -> 3 m). (Min 0.001; Shown when Prefab is Off)
Fire > Lifetime0.6Lifetime in seconds (classic smoke ~1.3 s, fire ~0.7 s). (Min 0.01; Shown when Prefab is Off)
Fire > Random Speed0.3Random speed in m/s in any direction (spread). (Min 0; Shown when Prefab is Off)
Fire > Rise1.6Upward speed in m/s (smoke rises). Negative = sinks. (Shown when Prefab is Off)
Fire > Gravity0Gravity multiplier: 0 for smoke, ~1 for debris and dirt that falls back down. (Shown when Prefab is Off)
Fire > Inherit Velocity0How much of the vehicle's velocity the particle inherits (0 = stays where it was born). (Range 0 to 1; Shown when Prefab is Off)
Fire > AdditiveOnAdditive blending: glows, for fire and sparks. Off = normal transparency, for smoke and dust. (Shown when Prefab is Off)
Fire > MaterialNoneParticle material. Empty = a soft round particle (URP Particles/Unlit) with the blending above. (Shown when Prefab is Off)
Smoke Max Speed Kmh33Engine smoke stops above this speed (classic ~33 km/h: the smoke is left behind). (Min 0)
Smoke Fade Speed Kmh16Engine smoke starts fading above this speed and is half as opaque at Smoke Max Speed (classic ~16 km/h). (Min 0)
Fire Max Speed Kmh5Flames only show below this speed (classic ~5 km/h). (Min 0)

Exhaust ​

Puffs from the definition's Exhaust points while the engine idles or pulls away slowly; darker when the engine is damaged.

SettingDefaultDescription
ExhaustPuffs from the exhaust, every 4th tick.
Exhaust > EnabledOnOff = this effect is not emitted.
Exhaust > PrefabNoneYour own effect. Every ParticleSystem in the prefab is emitted in place with its own colours, sizes and materials. The prefab's +Z is turned to the emission direction (up for smoke and fire, backwards for exhausts). The root emits Count particles; each child emits Count x (its Emission Rate / the root's Emission Rate). Empty = the generated particles below.
Exhaust > Count1Particles per emission. Emissions happen every few simulation ticks, as in the classic model (smoke and exhaust: every 4th tick, fire: every 2nd tick, skids: every 4th tick per wheel). (Min 1)
Generated (used without a prefab)
Exhaust > Start Color#D9D9D959Colour (and opacity) when the particle is born. (Shown when Prefab is Off)
Exhaust > End Color#D9D9D900Colour (and opacity) when the particle dies. Use alpha 0 to fade out. (Shown when Prefab is Off)
Exhaust > Start Size0.06Diameter in metres when born. (Min 0.001; Shown when Prefab is Off)
Exhaust > End Size0.3Diameter in metres when it dies (smoke grows: classic engine smoke 0.6 -> 3 m). (Min 0.001; Shown when Prefab is Off)
Exhaust > Lifetime1.2Lifetime in seconds (classic smoke ~1.3 s, fire ~0.7 s). (Min 0.01; Shown when Prefab is Off)
Exhaust > Random Speed0.3Random speed in m/s in any direction (spread). (Min 0; Shown when Prefab is Off)
Exhaust > Rise0.15Upward speed in m/s (smoke rises). Negative = sinks. (Shown when Prefab is Off)
Exhaust > Gravity0Gravity multiplier: 0 for smoke, ~1 for debris and dirt that falls back down. (Shown when Prefab is Off)
Exhaust > Inherit Velocity0How much of the vehicle's velocity the particle inherits (0 = stays where it was born). (Range 0 to 1; Shown when Prefab is Off)
Exhaust > AdditiveOffAdditive blending: glows, for fire and sparks. Off = normal transparency, for smoke and dust. (Shown when Prefab is Off)
Exhaust > MaterialNoneParticle material. Empty = a soft round particle (URP Particles/Unlit) with the blending above. (Shown when Prefab is Off)
Damaged ExhaustExhaust when heavily damaged or wrecked. Empty/disabled = the normal exhaust.
Damaged Exhaust > EnabledOnOff = this effect is not emitted.
Damaged Exhaust > PrefabNoneYour own effect. Every ParticleSystem in the prefab is emitted in place with its own colours, sizes and materials. The prefab's +Z is turned to the emission direction (up for smoke and fire, backwards for exhausts). The root emits Count particles; each child emits Count x (its Emission Rate / the root's Emission Rate). Empty = the generated particles below.
Damaged Exhaust > Count1Particles per emission. Emissions happen every few simulation ticks, as in the classic model (smoke and exhaust: every 4th tick, fire: every 2nd tick, skids: every 4th tick per wheel). (Min 1)
Generated (used without a prefab)
Damaged Exhaust > Start Color#1A1A1A80Colour (and opacity) when the particle is born. (Shown when Prefab is Off)
Damaged Exhaust > End Color#1A1A1A00Colour (and opacity) when the particle dies. Use alpha 0 to fade out. (Shown when Prefab is Off)
Damaged Exhaust > Start Size0.06Diameter in metres when born. (Min 0.001; Shown when Prefab is Off)
Damaged Exhaust > End Size0.3Diameter in metres when it dies (smoke grows: classic engine smoke 0.6 -> 3 m). (Min 0.001; Shown when Prefab is Off)
Damaged Exhaust > Lifetime1.2Lifetime in seconds (classic smoke ~1.3 s, fire ~0.7 s). (Min 0.01; Shown when Prefab is Off)
Damaged Exhaust > Random Speed0.3Random speed in m/s in any direction (spread). (Min 0; Shown when Prefab is Off)
Damaged Exhaust > Rise0.15Upward speed in m/s (smoke rises). Negative = sinks. (Shown when Prefab is Off)
Damaged Exhaust > Gravity0Gravity multiplier: 0 for smoke, ~1 for debris and dirt that falls back down. (Shown when Prefab is Off)
Damaged Exhaust > Inherit Velocity0How much of the vehicle's velocity the particle inherits (0 = stays where it was born). (Range 0 to 1; Shown when Prefab is Off)
Damaged Exhaust > AdditiveOffAdditive blending: glows, for fire and sparks. Off = normal transparency, for smoke and dust. (Shown when Prefab is Off)
Damaged Exhaust > MaterialNoneParticle material. Empty = a soft round particle (URP Particles/Unlit) with the blending above. (Shown when Prefab is Off)
Exhaust Max Speed Kmh3Exhaust puffs only while slower than this (classic ~3 km/h: idling and pulling away). Raise it for exhaust smoke while driving. (Min 0)
Exhaust Speed0.6Speed (m/s) the puffs leave the pipe, backwards. (Min 0)
No Exhaust When ParkedOnParked / unpowered vehicles (no controller driving them) don't smoke, like parked classic traffic. Vehicles using the ignition (AVD Vehicle > Engine and horn) ignore this: their exhaust and engine smoke follow the engine (off = no smoke; a wreck's fire keeps burning).

Damage debris ​

Bits thrown off when this vehicle is hit, more at higher impact speeds.

SettingDefaultDescription
Hit DebrisPieces knocked off the car by car and scenery hits (classic: car-coloured debris and glass). Emitted at the hit point; the count grows with the impact speed.
Hit Debris > EnabledOnOff = this effect is not emitted.
Hit Debris > PrefabNoneYour own effect. Every ParticleSystem in the prefab is emitted in place with its own colours, sizes and materials. The prefab's +Z is turned to the emission direction (up for smoke and fire, backwards for exhausts). The root emits Count particles; each child emits Count x (its Emission Rate / the root's Emission Rate). Empty = the generated particles below.
Hit Debris > Count1Particles per emission. Emissions happen every few simulation ticks, as in the classic model (smoke and exhaust: every 4th tick, fire: every 2nd tick, skids: every 4th tick per wheel). (Min 1)
Generated (used without a prefab)
Hit Debris > Start Color#8C8C99FFColour (and opacity) when the particle is born. (Shown when Prefab is Off)
Hit Debris > End Color#8C8C99FFColour (and opacity) when the particle dies. Use alpha 0 to fade out. (Shown when Prefab is Off)
Hit Debris > Start Size0.07Diameter in metres when born. (Min 0.001; Shown when Prefab is Off)
Hit Debris > End Size0.07Diameter in metres when it dies (smoke grows: classic engine smoke 0.6 -> 3 m). (Min 0.001; Shown when Prefab is Off)
Hit Debris > Lifetime1Lifetime in seconds (classic smoke ~1.3 s, fire ~0.7 s). (Min 0.01; Shown when Prefab is Off)
Hit Debris > Random Speed3.5Random speed in m/s in any direction (spread). (Min 0; Shown when Prefab is Off)
Hit Debris > Rise2.1Upward speed in m/s (smoke rises). Negative = sinks. (Shown when Prefab is Off)
Hit Debris > Gravity1Gravity multiplier: 0 for smoke, ~1 for debris and dirt that falls back down. (Shown when Prefab is Off)
Hit Debris > Inherit Velocity0.3How much of the vehicle's velocity the particle inherits (0 = stays where it was born). (Range 0 to 1; Shown when Prefab is Off)
Hit Debris > AdditiveOffAdditive blending: glows, for fire and sparks. Off = normal transparency, for smoke and dust. (Shown when Prefab is Off)
Hit Debris > MaterialNoneParticle material. Empty = a soft round particle (URP Particles/Unlit) with the blending above. (Shown when Prefab is Off)
Hit Debris 2Optional second kind (e.g. glass). Same rules as Hit Debris.
Hit Debris 2 > EnabledOffOff = this effect is not emitted.
Hit Debris 2 > PrefabNoneYour own effect. Every ParticleSystem in the prefab is emitted in place with its own colours, sizes and materials. The prefab's +Z is turned to the emission direction (up for smoke and fire, backwards for exhausts). The root emits Count particles; each child emits Count x (its Emission Rate / the root's Emission Rate). Empty = the generated particles below.
Hit Debris 2 > Count1Particles per emission. Emissions happen every few simulation ticks, as in the classic model (smoke and exhaust: every 4th tick, fire: every 2nd tick, skids: every 4th tick per wheel). (Min 1)
Generated (used without a prefab)
Hit Debris 2 > Start Color#E6E6E699Colour (and opacity) when the particle is born. (Shown when Prefab is Off)
Hit Debris 2 > End Color#E6E6E600Colour (and opacity) when the particle dies. Use alpha 0 to fade out. (Shown when Prefab is Off)
Hit Debris 2 > Start Size0.6Diameter in metres when born. (Min 0.001; Shown when Prefab is Off)
Hit Debris 2 > End Size3Diameter in metres when it dies (smoke grows: classic engine smoke 0.6 -> 3 m). (Min 0.001; Shown when Prefab is Off)
Hit Debris 2 > Lifetime1.3Lifetime in seconds (classic smoke ~1.3 s, fire ~0.7 s). (Min 0.01; Shown when Prefab is Off)
Hit Debris 2 > Random Speed0.4Random speed in m/s in any direction (spread). (Min 0; Shown when Prefab is Off)
Hit Debris 2 > Rise0.8Upward speed in m/s (smoke rises). Negative = sinks. (Shown when Prefab is Off)
Hit Debris 2 > Gravity0Gravity multiplier: 0 for smoke, ~1 for debris and dirt that falls back down. (Shown when Prefab is Off)
Hit Debris 2 > Inherit Velocity0How much of the vehicle's velocity the particle inherits (0 = stays where it was born). (Range 0 to 1; Shown when Prefab is Off)
Hit Debris 2 > AdditiveOffAdditive blending: glows, for fire and sparks. Off = normal transparency, for smoke and dust. (Shown when Prefab is Off)
Hit Debris 2 > MaterialNoneParticle material. Empty = a soft round particle (URP Particles/Unlit) with the blending above. (Shown when Prefab is Off)
Debris Min Speed Kmh8Hits slower than this (km/h along the contact normal) knock nothing off. (Min 0)
Debris Full Speed Kmh60Impact speed (km/h) at which the debris count reaches its maximum. (Min 0.1)
Debris Count(3, 12)Debris count at Min Speed / at Full Speed (per kind).

Tyres ​

When the tyres count as skidding (marks, smoke, dust). The sound profile's Skid Sensitivity can follow this threshold so every mark is heard.

SettingDefaultDescription
Skid Slip15000Sideways slip of an axle (State.hd.front_vel / rear_vel) above which its wheels skid: marks, smoke and dust. Classic 15000. Lower = marks appear in gentler corners. Wheelspin always counts for the rear. (Min 0)
Front Wheel MarksOnFront wheels also leave marks when they slide (off = rear wheels only).

AVD Surface Effects ​

ArcadeVehicleDriver.AVDSurfaceEffects, asset (Create > Arcade Vehicle Driver)

What one kind of ground does under sliding or spinning tyres: marks, smoke or dust, debris, and the skid and rolling sounds. Assign it with an AVD Surface, or map it in AVD Vehicle Effects (material, terrain layer, PhysicsMaterial, type).

SettingDefaultDescription
NotesNone

Tyre marks ​

The marks sliding tyres leave on this ground.

SettingDefaultDescription
Tyre MarksOnSliding / spinning tyres leave marks on this ground.
Mark Color#0D0D0DBFMark colour and opacity (classic road: dark grey; grass: dark brown, lighter). (Shown when Tyre Marks is On)
Mark Width0.3Mark width in metres (classic 0.44 m). (Min 0.02; Shown when Tyre Marks is On)
Mark MaterialNoneOptional material for this ground's marks (e.g. a textured skid strip; UVs run along the mark). Empty = the Vehicle Effects tyre mark material, tinted with Mark Color. (Shown when Tyre Marks is On)

Particles ​

Smoke or dust from each sliding wheel, and bits thrown up with it.

SettingDefaultDescription
Skid SmokeSmoke or dust from each sliding wheel, every 4th tick (classic: white smoke on road, brown dust on grass).
Skid Smoke > EnabledOnOff = this effect is not emitted.
Skid Smoke > PrefabNoneYour own effect. Every ParticleSystem in the prefab is emitted in place with its own colours, sizes and materials. The prefab's +Z is turned to the emission direction (up for smoke and fire, backwards for exhausts). The root emits Count particles; each child emits Count x (its Emission Rate / the root's Emission Rate). Empty = the generated particles below.
Skid Smoke > Count1Particles per emission. Emissions happen every few simulation ticks, as in the classic model (smoke and exhaust: every 4th tick, fire: every 2nd tick, skids: every 4th tick per wheel). (Min 1)
Generated (used without a prefab)
Skid Smoke > Start Color#EBEBEB73Colour (and opacity) when the particle is born. (Shown when Prefab is Off)
Skid Smoke > End Color#EBEBEB00Colour (and opacity) when the particle dies. Use alpha 0 to fade out. (Shown when Prefab is Off)
Skid Smoke > Start Size0.3Diameter in metres when born. (Min 0.001; Shown when Prefab is Off)
Skid Smoke > End Size3Diameter in metres when it dies (smoke grows: classic engine smoke 0.6 -> 3 m). (Min 0.001; Shown when Prefab is Off)
Skid Smoke > Lifetime1.3Lifetime in seconds (classic smoke ~1.3 s, fire ~0.7 s). (Min 0.01; Shown when Prefab is Off)
Skid Smoke > Random Speed0.3Random speed in m/s in any direction (spread). (Min 0; Shown when Prefab is Off)
Skid Smoke > Rise0.5Upward speed in m/s (smoke rises). Negative = sinks. (Shown when Prefab is Off)
Skid Smoke > Gravity0Gravity multiplier: 0 for smoke, ~1 for debris and dirt that falls back down. (Shown when Prefab is Off)
Skid Smoke > Inherit Velocity0How much of the vehicle's velocity the particle inherits (0 = stays where it was born). (Range 0 to 1; Shown when Prefab is Off)
Skid Smoke > AdditiveOffAdditive blending: glows, for fire and sparks. Off = normal transparency, for smoke and dust. (Shown when Prefab is Off)
Skid Smoke > MaterialNoneParticle material. Empty = a soft round particle (URP Particles/Unlit) with the blending above. (Shown when Prefab is Off)
No Smoke When WetOnNo skid smoke while the world is wet (AVD Physics World > Wetness above 0), like the classic road.
Skid DebrisBits thrown up with the smoke (classic: grass on grass). Usually off on roads.
Skid Debris > EnabledOffOff = this effect is not emitted.
Skid Debris > PrefabNoneYour own effect. Every ParticleSystem in the prefab is emitted in place with its own colours, sizes and materials. The prefab's +Z is turned to the emission direction (up for smoke and fire, backwards for exhausts). The root emits Count particles; each child emits Count x (its Emission Rate / the root's Emission Rate). Empty = the generated particles below.
Skid Debris > Count1Particles per emission. Emissions happen every few simulation ticks, as in the classic model (smoke and exhaust: every 4th tick, fire: every 2nd tick, skids: every 4th tick per wheel). (Min 1)
Generated (used without a prefab)
Skid Debris > Start Color#E6E6E699Colour (and opacity) when the particle is born. (Shown when Prefab is Off)
Skid Debris > End Color#E6E6E600Colour (and opacity) when the particle dies. Use alpha 0 to fade out. (Shown when Prefab is Off)
Skid Debris > Start Size0.6Diameter in metres when born. (Min 0.001; Shown when Prefab is Off)
Skid Debris > End Size3Diameter in metres when it dies (smoke grows: classic engine smoke 0.6 -> 3 m). (Min 0.001; Shown when Prefab is Off)
Skid Debris > Lifetime1.3Lifetime in seconds (classic smoke ~1.3 s, fire ~0.7 s). (Min 0.01; Shown when Prefab is Off)
Skid Debris > Random Speed0.4Random speed in m/s in any direction (spread). (Min 0; Shown when Prefab is Off)
Skid Debris > Rise0.8Upward speed in m/s (smoke rises). Negative = sinks. (Shown when Prefab is Off)
Skid Debris > Gravity0Gravity multiplier: 0 for smoke, ~1 for debris and dirt that falls back down. (Shown when Prefab is Off)
Skid Debris > Inherit Velocity0How much of the vehicle's velocity the particle inherits (0 = stays where it was born). (Range 0 to 1; Shown when Prefab is Off)
Skid Debris > AdditiveOffAdditive blending: glows, for fire and sparks. Off = normal transparency, for smoke and dust. (Shown when Prefab is Off)
Skid Debris > MaterialNoneParticle material. Empty = a soft round particle (URP Particles/Unlit) with the blending above. (Shown when Prefab is Off)

Sound ​

Skid and rolling loops on this ground, played by AVD Vehicle Audio. When the squeal starts is set by the sound profile's Skid Sensitivity.

SettingDefaultDescription
Skid SoundNoneLoop played while the tyres slide or spin on this ground (classic: tyre squeal on asphalt only). Empty = silent here. Where no surface effects are found, the sound profile's Skid Clip is used on roads.
No Skid Sound When WetOnNo skid sound while the world is wet (classic: no squeal in the rain).
Roll SoundNoneLoop of the tyres rolling over this ground, louder and higher with speed (classic: gravel / grass noise, none on asphalt).
Sound Volume1Volume of this ground's skid and roll sounds. (Range 0 to 2)

AVD Impact Effects ​

ArcadeVehicleDriver.AVDImpactEffects, component

Particles and sounds for every collision (car hits, scenery hits, hard landings, smashed props). Each impact picks an Impact Material: the object's own, else a mapping, else the default for its kind. Thresholds live in each material.

Defaults per impact kind ​

The material used for each kind of impact when the object involved has no material of its own.

SettingDefaultDescription
Vehicle HitNoneCar-to-car hits, unless the vehicle definition sets its own impact material.
Scenery HitNoneHits against buildings, walls and poles without their own impact material.
LandingNoneHard landings / bottoming out, when neither the ground nor the surface mapping sets one.
SmashNoneSmashable props knocked away, without their own impact material.

Mappings ​

Materials chosen from the ground's surface type (landings) or the collider's PhysicsMaterial, for objects without their own material.

SettingDefaultDescription
Landing By Surface (list)emptyLanding material per surface type (e.g. Grass -> dirt, Water -> splash). Checked before the PhysicsMaterial mapping.
Landing By Surface[] > SurfaceRoad
Landing By Surface[] > MaterialNone
By Physics Material (list)emptyImpact material per PhysicsMaterial, for colliders without an AVD Scenery Object / AVD Surface material.
By Physics Material[] > Physics MaterialNoneColliders using this PhysicsMaterial...
By Physics Material[] > MaterialNone...use this impact material (unless the object sets its own).

Output ​

Global switches and limits for the impact particles and sounds.

SettingDefaultDescription
ParticlesOn
SoundsOn
Master Volume1(Range 0 to 1)
Max Instances Per Prefab6Maximum simultaneous copies of a 'played' particle prefab (prefabs with several systems or sub-emitters). (Min 1)

AVD Impact Material ​

ArcadeVehicleDriver.AVDImpactMaterial, asset (Create > Arcade Vehicle Driver)

How a material reacts when hit: particles (your prefab or a generated burst) and sounds, scaled by the impact speed between Min Speed and Full Speed. Assign it to scenery objects, surfaces, vehicle definitions or Impact Effects.

SettingDefaultDescription
NotesNone

Strength ​

The impact speed range (along the contact normal) this material reacts to: nothing below Min Speed, the maximum at Full Speed.

SettingDefaultDescription
Min Speed Kmh4Impacts slower than this (km/h along the contact normal) produce nothing. Typical: 3-5 km/h for sparks on metal, 10+ km/h for heavy debris. (Min 0)
Full Speed Kmh60Impact speed (km/h) at which particles and volume reach their maximum. Between Min Speed and this value they scale linearly. (Min 0.1)

Particles ​

Your own particle prefab, or a simple generated burst when none is set.

SettingDefaultDescription
Particle PrefabNoneYour own effect. A single ParticleSystem is emitted in place (pooled); a prefab with several systems or sub-emitters is spawned and played (pooled). Empty = use Generated Particles.
Particle Count(6, 35)Particle count at Min Speed / at Full Speed. With a prefab in Emit mode this is the emitted count; in Play mode it is ignored (the prefab's own bursts are used).
GeneratedUsed when no prefab is set: a simple burst generated at runtime. (Shown when Particle Prefab is Off)
Generated > Color#FFCC4CFF
Generated > Size0.05Particle size in metres (random between half and this).
Generated > Speed9Initial speed in m/s (random between 30% and this).
Generated > Lifetime0.35Lifetime in seconds (random between half and this).
Generated > Gravity1.5Gravity multiplier (1 = normal gravity, 0 = floats).
Generated > MaterialNoneMaterial for the particles. Empty = URP Particles/Unlit tinted with Color.

Sound ​

Impact sounds: one clip at random per impact, louder with speed.

SettingDefaultDescription
SoundsNoneOne clip is picked at random per impact. Empty = silent.
Volume0.8(Range 0 to 1)
Pitch(0.9, 1.1)Random pitch range.

AVD Surface ​

ArcadeVehicleDriver.AVDSurface, component

Gives this ground collider (and its children) a surface type and, optionally, its own impact material and surface effects. For whole kinds of ground prefer a PhysicsMaterial mapped in AVD Physics World (no component needed); use this for exceptions. Ground without either is Road.

SettingDefaultDescription
Surface TypeRoadRoad: full grip.
Grass: bumpy (the ground height undulates) and half the tyre grip.
Water / Deep Water: strong drag that slows the car; no landing sparks.
Sand / Alley: same handling as Road; the type is reported to effects (e.g. landing dust).
Impact MaterialNoneParticles/sound for hard landings on this ground. Empty = the Impact Effects mapping for the surface type.
Surface EffectsNoneTyre marks, skid smoke and dust on this ground. Empty = the AVD Vehicle Effects mappings (render material, terrain layer, PhysicsMaterial, then surface type).

AVD Scenery Object ​

ArcadeVehicleDriver.AVDSceneryObject, component

Optional behaviour of a scenery collider (layer AVDScenery): smashable props, its impact material... Scenery without this component is a solid block (a building): cars bounce off it and take damage.

SettingDefaultDescription
BarrierOffFor long thin walls, fences and guard rails: the car is pushed off sideways along the wall instead of bouncing back, so it can scrape along it.
SmashableOffHydrants, bins, boxes...: the car drives through without slowing and the object is knocked away (it becomes a loose Rigidbody, then respawns).
Respawn Seconds20Seconds until a smashed object is put back. 0 = never. (Editable when Smashable is On)
Debris Mass30Mass (kg) of the knocked-away object. Only affects how it tumbles after being hit. (Editable when Smashable is On)
Fling Scale1.2How hard the object is flung: its initial velocity is the car velocity times this, plus an upward kick. (Editable when Smashable is On)
Impact MaterialNoneParticles/sound when a car hits or smashes this object. Empty = the Impact Effects default (or the mapping for the collider's PhysicsMaterial).

AVD Chase Camera ​

ArcadeVehicleDriver.AVDChaseCamera, component

Follows the target vehicle with the modes of a Camera Profile (chase, bumper, cockpit...). V / Start changes mode. With the game stopped it can preview the selected mode on the target car.

SettingDefaultDescription
TargetNoneThe vehicle to follow. The AVD Vehicle Manager changes it when you switch cars (Tab).
ActionsNoneBindings asset with a 'Camera' action map (look, change mode). Empty = built-in defaults (mouse + right mouse button, right stick, V / Start).
ProfileNoneCamera modes and blend settings. Edits made in Play mode are kept, since they live in this asset.
Current Mode0Index of the active mode in the profile (0 = first). Changing it in Play mode blends to the new mode.
Edit Preview
Edit Preview > EnabledOnPlace the camera on the target car while the game is stopped.
Edit Preview > Speed Kmh0Simulated speed (km/h) for the speed FOV / distance settings.
Edit Preview > Steer0Simulated steering, -1 (full left) to 1 (full right). (Range -1 to 1)
Edit Preview > Yaw Rate0Simulated turn rate (degrees/second, + = turning right) for the cornering settings. (Range -180 to 180)
Edit Preview > Orbit(0, 0)Simulated manual orbit (yaw, pitch in degrees).
Edit Preview > Look BackOff

AVD Camera Profile ​

ArcadeVehicleDriver.AVDCameraProfile, asset (Create > Arcade Vehicle Driver)

The camera modes (chase, bumper, cockpit, orbit...) and the blends between them, shared by cameras. Edits made in Play mode are kept, since they live in this asset.

SettingDefaultDescription
Modes (list)2 items
Modes[] > Name"Chase"Shown in the debug HUD and the camera inspector.
Modes[] > TypeChaseChase: follows behind the car.
Mounted: fixed to the car (bumper, hood, cockpit).
Tripod: TV camera beside the road ahead of the car.
The inspector shows only the settings of the selected type.
Modes[] > EnabledOnIncluded when cycling modes with V / Start. Disabled modes can still be selected from the inspector or by script.
Modes[] > LensField of view and speed effects (all types).
Modes[] > Lens > Field Of View60Vertical field of view in degrees. Tripod: the widest zoom (the camera zooms in from here to frame the car). (Range 20 to 120)
Modes[] > Lens > Fov At Speed0Extra field of view (degrees) added at Reference Speed, scaled linearly from standstill. 0 = off. Not used by Tripod. (Range 0 to 40)
Modes[] > Lens > Reference Speed Kmh130Speed (km/h) at which every speed effect is at full strength: FOV At Speed, Chase > Distance At Speed and Shake > Speed Rumble. (Min 1)
Modes[] > Lens > Fov Smooth Time0.4Seconds to settle on a new field of view (speed changes). 0 = instant. (Range 0 to 2)
Modes[] > ChaseDistance, height, aim and lag of the follow camera. (Shown when Type is Chase)
Modes[] > Chase > Classic FramingOnOn: distance and height come from the car's collision box (classic: ~7 m behind, ~1.2 m up for a sedan), so bigger vehicles get a farther camera automatically.
Off: use Distance and Height below.
Modes[] > Chase > Distance6Distance behind the car (m). Only when Classic Framing is off. (Editable when Classic Framing is Off)
Modes[] > Chase > Height1.6Camera height above the car origin (m). Only when Classic Framing is off. (Editable when Classic Framing is Off)
Modes[] > Chase > Distance Scale1Multiplies the distance (either mode). 1 = unchanged.
Modes[] > Chase > Extra Height0Metres added to the height (either mode).
Modes[] > Chase > Distance At Speed0Extra distance (m) at Lens > Reference Speed, scaled linearly from standstill. 0 = off.
Modes[] > Chase > AimFixed PitchFixed Pitch: classic, the camera looks along the road with a fixed downward tilt (Pitch).
Look At Car: the camera always aims at a point above the car (Look At Height).
Modes[] > Chase > Pitch25Downward tilt in angle units, 4096 = 360 degrees (classic 25 = 2.2 degrees). Only with Aim = Fixed Pitch. (Editable when Aim is Fixed Pitch)
Modes[] > Chase > Look At Height0.8Height of the aim point above the car origin (m). Only with Aim = Look At Car. (Editable when Aim is Look At Car)
Modes[] > Chase > Angle Lag Per Tick0.125How quickly the camera swings behind the car when it turns: fraction of the angle error removed per simulation tick (classic 1/8 = 0.125). 1 = rigidly behind the car. (Range 0.01 to 1)
Modes[] > Chase > Distance Growth Per Tick(10, 20)How fast the camera backs off to its distance after being pulled in, in units per tick (160 = 1 m): x when (nearly) stopped, y when moving (classic 10 / 20).
Modes[] > Chase > Follow Velocity00 = trail the direction the car points (classic). 1 = trail the direction it travels, which keeps the view down the road in drifts. Ignored when reversing or almost stopped. (Range 0 to 1)
Modes[] > CorneringExtra camera motion in turns (all off by default = classic). (Shown when Type is Chase)
Modes[] > Cornering > Steer Look Ahead0Camera turns towards the steering by this many degrees at full lock (negative = away). 0 = off. (Range -45 to 45)
Modes[] > Cornering > Yaw Rate Swing0Camera swings sideways in turns: degrees of yaw per degree/second of the car's turn rate (negative = lags outwards, showing the car's side). 0 = off. (Range -0.5 to 0.5)
Modes[] > Cornering > Max Swing25Limit for Yaw Rate Swing, in degrees. (Range 0 to 60)
Modes[] > Cornering > Lateral Shift0Camera slides sideways towards the outside of the turn: metres per 100 degrees/second of turn rate. 0 = off. (Range -3 to 3)
Modes[] > Cornering > Roll0Camera banks into turns: degrees per 100 degrees/second of turn rate. 0 = off. (Range -10 to 10)
Modes[] > Cornering > Smooth Time0.35Seconds to settle the cornering offsets above. (Range 0.01 to 2)
Modes[] > MountedWhere the camera is attached to the car and how rigidly it follows the body. (Shown when Type is Mounted)
Modes[] > Mounted > Auto BumperOnOn: classic bumper position computed from the collision box.
Off: use Local Position.
A vehicle can set its own position for this mode (AVD Vehicle > Camera Positions), which wins over both.
Modes[] > Mounted > Local Position(0, 1.1, 0.4)Camera position in the car's space (m): x right, y up, z forward. Only when Auto Bumper is off. (Editable when Auto Bumper is Off)
Modes[] > Mounted > Local Euler(0, 0, 0)Extra rotation relative to the car (degrees), e.g. (0, 180, 0) for a rear-facing camera.
Modes[] > Mounted > Follow Pitch1How much of the car's nose-up/down pitch the camera follows (1 = rigid, 0 = stays level). (Range 0 to 1)
Modes[] > Mounted > Follow Roll1How much of the car's body roll the camera follows (1 = rigid, 0 = stays level). (Range 0 to 1)
Modes[] > Mounted > Rotation Smooth Time0Seconds of rotation smoothing (0 = rigid mount; small values soften bumps). (Range 0 to 1)
Modes[] > TripodPlacement and zoom of the roadside camera. (Shown when Type is Tripod)
Modes[] > Tripod > Place Ahead30How far ahead of the car (along its direction of travel) the camera is placed (m).
Modes[] > Tripod > Side Offset6Sideways distance from the car's path (m). Alternates left/right on each relocation; falls back to the other side or the road centre when scenery is in the way.
Modes[] > Tripod > Height1.5Camera height above the ground (m).
Modes[] > Tripod > Max Distance45Relocate ahead again when the car is farther than this (m), or when scenery blocks the view.
Modes[] > Tripod > Frame Size9Zoom so the car fills about this many metres of the view. 0 = no zoom (fixed Lens > Field Of View).
Modes[] > Tripod > Min Fov12Tightest zoom (degrees) for Frame Size. (Range 5 to 90)
Modes[] > Tripod > Look At Height0.6Height of the aim point above the car origin (m).
Modes[] > OrbitRotating the camera by hand with the mouse or right stick. (Shown when Type is Chase / Mounted)
Modes[] > Orbit > EnabledOnAllow rotating the camera around the car (Chase) or looking around (Mounted) by hand.
Modes[] > Orbit > MouseOnMouse look. Only when Enabled is on. (Editable when Enabled is On)
Modes[] > Orbit > Mouse Requires ButtonOnMouse look only while the right mouse button is held, which keeps the cursor free otherwise. (Editable when Mouse is On)
Modes[] > Orbit > Mouse Sensitivity0.15Degrees per mouse pixel. (Editable when Mouse is On)
Modes[] > Orbit > StickOnRight-stick look. Only when Enabled is on. (Editable when Enabled is On)
Modes[] > Orbit > Stick Speed180Degrees per second at full right-stick deflection. (Editable when Stick is On)
Modes[] > Orbit > Stick Deadzone0.15Stick deflection ignored around the centre (0..0.5). (Range 0 to 0.5; Editable when Stick is On)
Modes[] > Orbit > Invert YOffInvert vertical look for both mouse and stick. (Editable when Enabled is On)
Modes[] > Orbit > Pitch Limits(-10, 60)Vertical limits in degrees (x = lowest, y = highest). Chase: camera height around the car (+ = above). Mounted: look angle (+ = down). (Editable when Enabled is On)
Modes[] > Orbit > Yaw Limit180Horizontal limit in degrees to each side. 180 = full circle. (Range 0 to 180; Editable when Enabled is On)
Modes[] > Orbit > Recentre Delay1.5Seconds without look input before the camera returns behind the car. Negative = never returns. (Editable when Enabled is On)
Modes[] > Orbit > Recentre Speed120Return speed in degrees per second. (Editable when Enabled is On)
Modes[] > CollisionKeeping the chase camera out of walls and the ground. (Shown when Type is Chase)
Modes[] > Collision > Avoid ObstaclesOnPull the camera towards the car when scenery or ground is between them.
Modes[] > Collision > Radius0.3Radius (m) of the sphere swept from the car to the camera. Larger = keeps further from walls. (Editable when Avoid Obstacles is On)
Modes[] > Collision > Min Distance1.5Never pull in closer than this (m). (Editable when Avoid Obstacles is On)
Modes[] > Collision > Recover Time0.4Seconds to move back out after the obstacle clears (pulling in is always instant). (Range 0 to 2; Editable when Avoid Obstacles is On)
Modes[] > Collision > Ground Clearance0.4Minimum camera height above the ground (m). Always applied.
Modes[] > ShakeCamera shake on hits, landings and at speed (off by default).
Modes[] > Shake > EnabledOffShake the camera on impacts, landings and at speed.
Modes[] > Shake > Impacts0.6Shake added by a car or scenery hit at Impact Full Speed (weaker hits add proportionally less). 0 = none. (Range 0 to 2; Editable when Enabled is On)
Modes[] > Shake > Impact Full Speed Kmh60Impact speed (km/h along the contact normal) that gives the full Impacts amount. (Min 1; Editable when Enabled is On)
Modes[] > Shake > Landings0.4Shake added by a hard landing at Landing Full Speed. 0 = none. (Range 0 to 2; Editable when Enabled is On)
Modes[] > Shake > Landing Full Speed Kmh25Vertical landing speed (km/h) that gives the full Landings amount. (Min 1; Editable when Enabled is On)
Modes[] > Shake > Speed Rumble0Constant shake at Lens > Reference Speed (scaled from standstill). 0 = none. (Range 0 to 0.5; Editable when Enabled is On)
Modes[] > Shake > Max Angle3Rotation amplitude (degrees) at full shake. (Editable when Enabled is On)
Modes[] > Shake > Max Offset0.15Position amplitude (m) at full shake. (Editable when Enabled is On)
Modes[] > Shake > Frequency18Shake speed (noise frequency). (Editable when Enabled is On)
Modes[] > Shake > Decay1.6Shake removed per second (higher = shorter shakes). (Editable when Enabled is On)
Modes[] > Allow Look BackOnLook back (Q / R3) is allowed in this mode. (Shown when Type is Chase / Mounted)
Mode Blend Time0.35Seconds to blend between modes (0 = cut). (Range 0 to 2)
Snap Distance15Cut instead of following when the car moves farther than this in one frame (reset, teleport).

AVD Debug HUD ​

ArcadeVehicleDriver.AVDDebugHud, component

Telemetry overlay for tuning: speed, gear and revs, engine state, steering, tyres, damage per zone, tick counter and camera mode. F1 shows / hides it, F2 the controls help, P pauses the simulation, '.' steps one tick.

SettingDefaultDescription
Chase CameraNoneThe HUD shows the vehicle this camera follows.
Hud StyleModernModern: UI Toolkit panels (damage per zone, tyre states, gauges).
Classic: a simple text overlay (IMGUI). Also in the menu Tools > Arcade Vehicle Driver > Debug HUD. Can be switched in Play mode.
ShowOnTelemetry panel (F1).
Show HelpOnControls help panel (F2).

Modern style ​

Optional overrides for the UI Toolkit HUD: panel settings (scale, sort order) and the layout (UXML + USS).

SettingDefaultDescription
Panel SettingsNonePanel settings (scaling, sort order). Empty = Resources/AVDHud/AVDHudPanelSettings.
LayoutNoneLayout. Empty = Resources/AVDHud/AVDHud (UXML + USS, edit them or the UI Builder to restyle).