Real Car Controller System – Vehicle Physics, Gearboxes, Crash Damage & 28 Cars


Robot and AI drivers ... - Headlights, tail and brake lamps, turn signals, generated light cookies and lens ... - Procedural engine sound by crank angle and firing order, exhaust and muffler ...


by u3d


Price History +

Car physics for URP, Unity 6.3: manual, automatic, CVT and robot gearboxes, suspension and tyre presets, drift, weather grip, crash damage with a ragdoll driver, 28 ready vehicles, a proving ground.

- Built and tested on Unity 6000.3.21f1 with URP 17.3, URP only: HDRP and the Built-in pipeline are not supported.

- Tested on Windows desktop (Editor and a standalone player). No mobile, console or WebGL claims.

- Dependencies (Unity packages, installed by the Package Manager): URP 17.3, Input System 1.17, uGUI 2.0, Inference Engine (com.unity.ai.inference) 2.6.1. Install them from the Package Manager (Unity Registry) if the import does not add them.

- Physics: fixed-step vehicle simulation (engine, clutch, gearbox, differential, tyres, suspension, body contacts); five gearbox kinds with eight built-in presets and parametric names; five suspension presets; six tyre presets; drift assist; six road conditions (dry, damp, wet, standing water, snow, ice).

- Content: 28 driveable vehicle prefabs with setups and controller presets, 3 motorcycle models with the two-wheeler physics module (riding set up from code in 1.0), the HR-01 robot pilot (Mixamo-compatible Humanoid, ragdoll), two scenes (proving ground, garage).

- Damage: energy crush solver, mesh deformer for any car mesh, panel break-away, glass cracks, driver ejection.

- AI: robot path drivers; neural driver runtime on Inference Engine with road-layer sensors and an experimental sample policy (.sentis).

- Input: keyboard and gamepad through the Input System. Interface: uGUI, no IMGUI.

- Source code included.

- Everything ships under Assets/RealCarControllerSystem: a 636 MB download (.unitypackage, 666,445,234 bytes), 3,045 files.

Drive 28 ready vehicles with real physics in Unity 6.3 (6000.3.21f1) and the Universal Render Pipeline (URP): a complete car controller with five gearbox types, suspension and tyre presets, controlled drift and weather grip, crash damage with a ragdoll driver, robot drivers, keyboard and gamepad input, lights and procedural engine sound, plus a full proving ground and a garage to test it all.


Real Car Controller System is a vehicle physics framework and a ready content set in one package. Every car is a prefab with its own controller preset, so you can drop one into your scene and drive it, or put the controller on your own model and tune it from presets. Everything the car does comes from the simulation: engine, clutch, gearbox, tyres, suspension and body contacts. Nothing is pre-recorded.


Gearbox: five kinds, switchable at runtime

- Manual H-pattern with a clutch pedal, manual sequential, torque-converter automatic with kickdown, CVT (continuous or stepped) and robot boxes: dual-clutch (DCT) and single-clutch (AMT). Every kind has reverse.

- Built-in presets (manual-h, manual-sequential, automatic-6, automatic-8, cvt, cvt-stepped-7, robot-dct-7, robot-amt-5) and parametric names such as automatic-9 or robot-dct-8.

- Your own box as a Gearbox Preset asset: ratios, final drive, shift and clutch times, torque gap, rev blip, shift points, converter and lock-up, CVT range. Swap the preset while the car is moving.


Suspension and tyres

- Suspension presets Street, Sport, Rally, Drift and Truck: springs, dampers with fast/slow knees, travel and bump stops, anti-roll bars, ride height, camber, toe and caster. Presets are relative, so they fit any car by its mass, weight distribution and travel.

- Tyre presets Street, Sport, Off-road, Drift, Winter and Truck/Bus with exposed slip and grip parameters.

- Controlled drift: a drift assist you can switch and tune per car.

- Weather grip: dry, damp, wet, standing water, snow and ice, scaled per surface.


28 driveable vehicles with presets, plus 3 motorcycle models

- 28 driveable four-, three- and six-wheel vehicles: 18 stylised toon cars, vans, trucks and buses (taxi, sedan, police car, pickup, station wagon, ambulance, fire truck, school bus, coach, monster 4x4, formula racer and more), a sci-fi roadster, a steampunk car, an electric concept car, an electric minibus, a pod bus, a concept truck tractor, a go-kart and two delivery robots.

- Every driveable vehicle is a prefab with URP materials, a vehicle setup and its own controller preset, listed in a vehicle catalog. All models are original, with no real-world brands.

- A two-wheeler physics module (BikeChassis and BikeRig API: lean, counter-steer, fall and recovery) with three motorcycle models (sport, racing, off-road) shown in the garage. In 1.0 riding a bike is set up from code (BikeRig.Build); the demo scenes do not wire bikes for riding.


Crash test and damage

- Energy-based crush solver with crumple zones, crash boxes, rails, engine block and a rigid safety cell; a plastic deformer that works on any car mesh; panels that break away; laminated and tempered glass that cracks.

- A crash-test zone on the proving ground: barrier, pole and side impacts at set speeds with readouts.

- The driver goes limp in the belt after a hard hit, or is thrown through the windscreen without it (ragdoll), and returns to the seat after a repair.


Driver

- HR-01, a rigged robot pilot on a Mixamo-compatible skeleton, sits in any car automatically: hands on the wheel (hand over hand on large angles), feet on the pedals, the right hand on the gear lever in step with the clutch, lean and gaze with the g-forces, a look over the shoulder in reverse.

- Cars without an interior get the pilot's own kit: wheel, pedals, gear lever and hand brake. Fits are adjustable and saved per car. Any Mixamo humanoid can take the HR-01's place.


Robot and AI drivers

- Robot drivers follow a path round the proving ground with steering and speed control within lateral and braking budgets, using the same pedals and steering a player uses.

- A neural driver runtime on Unity Inference Engine: the AI Pilot reads the road through road-layer sensors and needs no spline or checkpoint data, with a human-like actuator (reaction delay, rate limits) and driving-style vectors. Includes an experimental sample neural policy trained with reinforcement learning; you can train and load your own ONNX policy.


Proving ground and garage

- A full proving ground scene: a measured 1.6 km loop, ramps, bump strips and relief, surface strips with different grip, a drag strip and the crash-test zone, at a final day look with sky, sun and post-processing.

- A garage scene: every vehicle parked and ready to inspect and drive, the motorcycles on display.


Lights, sound, cameras, input

- Headlights, tail and brake lamps, turn signals, generated light cookies and lens flares.

- Procedural engine sound by crank angle and firing order, exhaust and muffler presets, electric drive, tyres, brakes, wind and impacts; spatial for every camera.

- Tyre smoke, burnout, exhaust flames and skid marks.

- Physics-driven cameras (chase, hood, bumper) with Cinematic, Sim and Arcade presets.

- Keyboard and gamepad through the Input System; a drive telemetry widget that draws the pedals, the gearbox and the current gear.


AI Ready. Built to be driven by AI coding agents as well as by hand. Documentation/AGENTS.md gives Claude Code, Codex, Cursor or a Unity MCP bridge the exact entry points: the vehicle prefabs and the VehicleContentCatalog, the CombustionVehicleDrive and VehicleTuning components and their public API, the gearbox, suspension and tyre presets as plain ScriptableObject assets and named built-in presets (GearboxPresets.Resolve("automatic-8")), RoadWeather for grip, RealCarsPilot.Attach for the driver, the Tools > Real Cars menu commands, task recipes and a verification section, so an agent can add a car, change its gearbox or suspension and check the result without guessing.


Technical details

- Built and tested on Unity 6000.3.21f1 with URP 17.3, URP only: HDRP and the Built-in pipeline are not supported.

- Tested on Windows desktop (Editor and a standalone player).

- Dependencies (Unity packages): URP, Input System, uGUI, Inference Engine (com.unity.ai.inference).

- Everything ships under Assets/RealCarControllerSystem: code with source, prefabs, materials, textures, audio and two scenes (proving ground, garage).


Support

Questions and bug reports: cgteamorg@gmail.com. Please include your Unity version and the vehicle id.


More from the publisher

- Humanoid Robot Collection, ten rigged robots (the home of the HR-01 pilot): https://assetstore.unity.com/packages/slug/406928

- Real Rain, screen-space rain, lens droplets and thunder: https://assetstore.unity.com/packages/slug/405022

- Real Volumetric, volumetric fog, lighting and god rays for URP: https://assetstore.unity.com/packages/slug/406144

- Electric Car Frame and Chassis: https://assetstore.unity.com/packages/slug/237792