1. Creating new vehicles
To carry out the correct setup of the vehicle it is necessary that the vehicle model transform directions are correct (the same goes for the wheels and steering wheel). For this the y-axis must face towards the front of the vehicle, while the y-axis must face upwards.
Drag and drop the vehicle into the scene and select it

then click on
Tools -> Glauco Vehicles -> Controller -> Add GVC to vehicle

The system will attempt to perform the complete setup without any action on your part. Then it will try to detect the wheels, calipers, steering wheel, dashboard elements like needles etc.
This will be possible if the object names are in English and reflect the criteria that are normally used to name objects.
For example the wheels could have names like this:
WheelFL
WheelFR
WheelRL
WheelRR
And the steering wheel could have this name:
SteeringWheel
Or
Steering wheel
If the script is able to correctly detect all the elements of the vehicle, then the vehicle will be ready.

If the script cannot find the elements, then you will find yourself in this situation:

in this case you drag the wheel models, the calipers models (if present), the steering wheel model etc. then click “Setup vehicle” button to start.

The setup sets the “sport” preset that determine what the characteristics of the vehicle will be. After setup it will be possible to change this preset to the most appropriate one for the vehicle being configured.
Once a preset has been selected, the various parameters can be changed to customize the vehicle.
2. GVC tabs
After the setup is completed, a series of tabs will appear that allow you to set the vehicle parameters.

2.1. Models

2.1.1. Tractor Unit – Trailer

Here it is possible to establish if this vehicle is a tractor, in this case click on the check “Connect trailer” and drag the model of the trailer that will be instantiated. Break force is the minimum force needed to break the link between the trailer and the tractor.

2.1.2. Wheel models

Here the wheel models are managed, it is possible to have a minimum of 4 wheels, if necessary it is possible to add extra wheels.
To add a new pair of wheels, click the Add extra rear wheels button.

Then drag the wheel models into the appropriate boxes.
2.1.3. Vehicle colliders
The vehicle needs at least one convex collider in order to function, if there are no colliders present, it is possible to add these manually or by using the automatic generator.

It is possible to establish the accuracy and the definition of the collider by changing the parameters.
2.1.4. Steering Wheel
If the name of the steering wheel is correct, the automatic system automatically detects it

otherwise you drag and drop the steering wheel model.
It is possible to vary the amplitude of the steering wheel rotation angle, to do this modify the “Angle multiplier” value.
It is also possible to determine what the rotation axis will be by acting on “Rotation axys”.
Steering vibration can be added. This vibration is directly proportional to the vehicle’s speed.

2.1.5. Dashboard
Dashboard elements will also be automatically searched and set.
Also in this case it is possible to add them automatically, if the automatic system does not detect them, drag and drop them manually.

2.1.6. Mirrors

If the vehicle has mirrors, it is advisable to drag them into the appropriate boxes, in this way they will be disabled in situations where they are not needed.

2.1.7. Exhaust
It is possible to add one or more exhaust emission points.

To do this activate the exhaust by checking the enable box and then add the emission points by clicking on “Add exhaust to vehicle”.

Then place the exhausts by moving and rotating them directly in the scene.
2.1.8. Driver
To add the driver, simply click the “add Driver” button. The driver will be automatically added and positioned in front of the steering wheel. The positioning will then have to be perfected by moving the Driver directly into the scene. Instead the hands positions must be done by varying the “Hands parameters”.

2.1.9. Camera

- First person cameras
Sets all first person camera parameters.
- External fixed cameras
Sets all external fixed camera parameters.
2.1.10. Crankshaft
It is possible to add one or more crankshafts.

To do this, enter the number of crankshafts

and drag the models into the box.

The added elements will rotate with an RPM directly proportional to that of the wheels.
It is possible to choose the rotation axis by modifying the “Axys Rotation” value.
2.1.11. Brake calipers
The brake calipers will be added automatically set if the names are correct, otherwise if they are present they must be dragged into the appropriate boxes.

Brake calipers follow the movement of the wheels but do not rotate with them.
2.1.12. Lights
You can add only the necessary lights individually, or add all the lights by clicking the “Add all vehicle lights” button

For example, suppose we set up the low beam light.

For each light it is possible to add the emission meshes and the spots.
To add a new emission mesh, click the “Add new emission mesh” button

then drag the model of the emission mesh into the “Mesh 1” box and select the material index that identifies the material that will be used for the emission.
To add light spots and lens flare, click on the “Add left+right spot” or “Add center spot” button.

the corresponding elements will be added in the scene

and they will appear in the Hierarchy

these elements will be added in a position not far from the correct one, you precisely position these elements in the scene.
2.1.13.
General
- Update Vehicle
Carry out the vehicle setup again.
- GVC Camera
The GVC Camera currently connected to the vehicle.
- Show Led Display
Establishes
whether to use the LED display or needles to display the RPM engine.
2.2. Engine

The parameters that manage the engine are grouped here.
2.1.1. Engine parameters
- Active control by user.
Enable or disable vehicle controller.
- Engine running.
Engine is running or not.
- Motor torque
Current engine torque.
- Brake torque
Current brake turbo.
- Handbrake torque
Current handbrake turbo.
- Vehicle friction force
Toggle the vehicle friction force.- Amount
The friction force intensity.
- Amount
- Engine friction torque
Toggle engine the friction torque.- Amount
The engine friction torque intensity.
- Amount
- Speed type
Select the speed unit by choosing between km/h and mph
- Maximum speed kph
The maximum vehicle speed in km/h or mph
2.1.2.
Gear settings
- Number of gears
Number of gears.
- Minimum RPM
The minimum engine rounds per minute.
- Maximum RPM
The maximum engine rounds per minute.
- Max engine torque at RPM
The value of the RPM in which the maximum engine torque occurs.
- Final gear ratio
The final drive gear ratio.
- RPM range boundary
The RPM range boundary.
- Target gear factor smooth
The gear smooth out factor.
- Gear limits
The gear limits.
- Delay gear shift
Toggle the gear shift.- Delay time
The gear shift delay time.
- Delay time
- Automatic gear
Toggle the automatic gear.
- Turn off engine at low
RPM
Turn off the engine when the RPM are low.
- Threshold
The threshold below which RPMs are considered too low. It refers to the normalized value of the RPM.
- Threshold
2.1.3.
Engine curve
- Motor torque function
The motor torque curve.
2.1.4.
Turbo
- Active
Toggle turbo.
- Max turbo motor torque
The extra torque due turbo.
- Turbo torque function
The turbo torque curve.
2.1.5.
Clutch
- Active
Toggle the
clutch system.
- Clutch lifts target speed
Vehicle speed in km/h beyond which the clutch must be fully released.
- Clutch lifts smooth
Smooth out the clutch release.
- Booster
Add an extra motor torque during clutch release.
2.1.6.
Speed and direction
- Vehicle speed type
It establishes whether the vehicle’s speed is calculated.- Rigidbody
- Wheels_all
- Driving_wheels
- Non_driving_wheels
- Wheel speed dependance
Speed fraction that depends on the wheel RPM.
- Smooth up
Smooth value when vehicle’s speed is increasing.
- Smooth down
Smooth value when vehicle’s speed is decreasing.
- Use wheel direction
It establishes whether the vehicle’s direction is calculated using the rigidBody direction or using the wheels RPM.
2.1.7. Engine inertia torque
Adds a motor torque or a brake torque when there is a large variation in the engine RPM.
This simulates the engine inertia.
- Active
Toggle the inertia torque
- Show gizmos
Toggle the engine’s inertia torque gizmos
- Maximum positive torque
The maximum value of the applicable positive torque.
- Maximum negative torque
The maximum value of the applicable negative torque.
- Smooth up
Smooth out value when torque increases.
- Smooth down
Smooth out value when torque decreases.
2.1.8. Auto parameters
If checked, they activate one of the controls permanently.
- Gas pressed
- Brake pressed
- Handbrake pressed
- Left pressed
- Right pressed
2.1.9.
Fuel consumption
- Active
Toggle the fuel’s consumption.
- Tank capacity
The tank capacity.
- Current fuel amount
The current fuel in the tank.
- Consumption rate
The fuel consumption rate.
2.1.10.
Engine heat
- Active
Toggle the engine’s heat.
- Minimum temperature
The minimum engine temperature.
- Maximum temperature
The maximum engine temperature.
- Heat rate
The engine’s temperature rate.
- Fan cool rate
The fan coolngi rate.
- Cooling fan start temperature
The temperature above which the fan cooling turns on.
- Water cool rate
The water coolngi rate.
- Cooling water start temperature
The temperature above which the water cooling turns on.
- Air cool rate
The air cooling irate.
- Cooling air start speed
The vehicle speed above which the air cooling start.
- Warning temperature
The temperature above which the over temperature indicator lights up.
- Current temperature
The current engine temperature.
2.1.11.
Controller
- Controller
Select the controller to use to drive the vehicle.
2.3.
Helpers
2.3.1.
Steering wheel parameters
- Angle
- Minimum steering angle
The minimum value of the steering wheel angle when the vehicle’s speed is maximum.
- Maximum steering angle
The maximum value of the steering wheel angle when the vehicle’s speed is zero.
- Minimum steering angle
- Reduction with speed
- Maximum steer angle at speed
The maximum value of the steering wheel angle will be at the selected speed.
- Minimum steer angle at speed
The minimum value of the steering wheel angle will be at the selected speed.
- Maximum steer angle at speed
- Smooth
- Damper
Toggle the steering damper.
- Increase amount
The intensity of the smooth out while the angle is increasing.
- Decrease amount
The intensity of the smooth out while the angle is decreasing.
- Damper
- Steer sensitivity
- Steer sensitivity
Vary the steering wheel’s sensitivity.
- Steer sensitivity
- Helper
- Active
Toggle the steering helper.
- Linear helper
Linear steering amount.
- Angular helper
Angular steering amount.
- Active
- Counter
Change the steering wheel angle when the vehicle direction does not match the steering wheel angle.- Active
Toggle the counter steering wheel.
- Show gizmos
Toggle the counter steering wheel angle.
- Max angle correction
The maximum steering wheel angle correction.
- Start threshold
The threshold beyond which the counter is activated.
- Smooth
Smooth out the angle correction.
- Active
- Booster
Adds extra force to the vehicle’s center of gravity proportional to the vehicle’s speed and steering wheel angle.- Active
Toggle the steer wheel booster.
- Amount
The steer booster amount.
- Smooth
Smooth out the steer wheel booster.
- Active
2.3.2. Traction parameters
- Control
- Active
Toggle the traction control.
- Amount
The traction control amount.
- Start threshold
The threshold beyond which the traction control is activated.
- Active
- ABS
- Active
Toggle the ABS.
- Start threshold
The threshold beyond which the ABS is activated.
- Active
- Booster
Adds extra force to the vehicle’s center of gravity proportional to the engine torque applied to the vehicle’s wheels. - Active
Toggle the traction booster.
- Amount
The traction booster amount.
- Smooth
Smooth the traction booster.
- Smooth
2.4. Suspensions

2.4.1. Suspension parameters
- Reset wheel colliders
Reset wheel colliders starting from wheel models. Recreate all wheel scripts and set wheel colliders settings.
- Type
Establish which wheel colliders to use. You can choose between Unity wheel colliders, GVS wheel colliders or a combination of these.
- Suspensions
Set the suspension parameters.- Front
- Rear
- Spring & distance (GVS)
- Bones
- GVC friction
- Curves
- Front
- Rear
- Stiffness dependence from
compression
If active, the wheel friction is directly proportional to the wheel compression.- Active
- Fraction
- Damper
- Static friction
- Active
Toggle the static friction on wheels.
- Threshold
Threshold beyond which force is applied.
- Force
Force intensity multiplier.
- Damp
Force damper.
- Active
- Curves
- Extra colliders
Add extra colliders for each wheel.- Rim colliders
- Radius factor
- Width factor
- Top
colliders
- End of stroke
- End of stroke vertical
- Active
Toggle the end of stroke in the vertical direction.
- Spring
The end of stroke spring.
- Damper
The end of stroke damper.
- Active
- End of stroke vertical
- Distance
Minimum distance in which it is activated.
- End of stroke forward
- Active
Toggle the end of stroke in the vertical direction.
- Spring
The end of stroke spring.
- Damper
The end of stroke damper.
- Active
- Distance
Minimum distance in which it is activated.
- Raycast settings
- Apply force to other
If active, it applies an equal and opposite force to the rigid body of the other collider.
- Apply force to other
- Slip force damper
Damp the slip force.
- Wheel weight force
Toggle the wheel weight forces.
- Active wheel forces
Toggle the wheel forces.
- Active shift from slip
If active, when a transverse force due to friction is applied to a wheel, this force moves the wheel in the opposite direction.
- Smooth angular velocity
Smooth out the wheel angular velocity.
- Limit wheel collider damper
Limit the damp force.
- Wheel weight force
- Active bottom collision
Toggle the bottom wheel collisions.
- Active bottom slip
Toggle the bottom wheel slip.
- Active bottom friction
Toggle the bottom wheel frictions.
- Active top collision
Toggle the top wheel collisions.
- Active top slip
Toggle the top wheel slip.
- Active top friction
Toggle the top wheel frictions.
- Active front collision
Toggle the front wheel collisions.
- Active front slip
Toggle the front wheel slip.
- Active front friction
Toggle the front wheel frictions.
- Active rear collision
Toggle the rear wheel collisions.
- Active rear slip
Toggle the rear wheel slip.
- Active rear friction
Toggle the rear wheel frictions.
- Lateral Resolution
Lateral ray resolution for the wheel collider raycast.
- Longitudinal Resolution
Longitudinal ray resolution for the wheel collider raycast.
- Array size
Number of array elements used to calculate the tire friction curve.
- Precalculate slip values
If active it pre calculates the values of the tire friction curve.
- Precalculate array size
Array size in which the tire friction curve elements are stored.
- Maximum slip value
Maximum slip value that can be had in the stored tire friction curve.
- Active bottom slip
- Gizmos
Toggle all gizmos.
2.4.2. Aerodynamic forces
- Simulate the aerodynamic forces of the vehicle. These forces can be added to a specific point in the vehicle and can be oriented in any way. Each force is directly proportional to the forward component of the vehicle’s speed and the intent of each can be modified.
2.4.3. Wheel settings
- Driver type
The driver type selector (rear wheel drive, front wheel drive, four wheel drive, all wheel drive).
- Wheel
- Motor
Toggle the motor torque on this wheel.
- Steer
Toggle the steering wheel on this wheel.
- Inverted
Invert the steering wheel angle on this wheel.
- Brake
Toggle the brake torque on this wheel.
- Handbrake
Toggle the handbrake torque on this wheel.
- Motor
2.4.4.
Wheel scale
- Wheel radius scale front
Varies the front wheels radius scale.
- Wheel width scale front
Varies the front wheels width scale.
- Wheel radius scale rear
Varies the rear wheels radius scale.
- Wheel width scale rear
Varies the rear wheels width scale.
2.4.5. Chassis
- Vehicle rigidbody
The vehicle rigidbody.
- Vehicle rigidbody mass
The vehicle rigidbody
mass.
- Vehicle rigidbody drag
The vehicle rigidbody
linear drag coefficient.
- Vehicle rigidbody angular drag
The vehicle rigidbody
angular drag coefficient.
- Vehicle COM
The vehicle COM placeholder transform.
- Vehicle COM position
The vehicle COM position in local space.
- Chassis inertia system
Inertia system selector for the vehicle chassis.
Chassis inertia joint: use a ConfigrableJoint.
- Chassis rigidbody
The chassis rigidbody.
- Chassis rigidbody mass
The chassis
rigidbody mass.
- Chassis rigidbody drag
The chassis
rigidbody linear drag coefficient.
- Chassis rigidbody angular drag
The chassis
rigidbody angular drag coefficient.
- Chassis COM
The chassis COM placeholder transform.
- Chassis COM position
The chassis COM position in local space.
- Chassis COM relative position
The relative chassis COM position relative to the vehicle COM.
- Chassis configurable joint parameters
It allows to modify the parameters of the configurable joint of the chassis.
2.5. Audio

2.5.1. Audio mixer
- Audio mixer
The audio mixer used for all vehicle sounds.
- Audio mixer master
The audio mixer master.
- Audio container
The Transform which contains the vehicle sounds.
- Minimum rolloff distance
Sets minimum attenuation over distance on all vehicle sounds.
- Maximum rolloff distance
Sets maximum attenuation over distance on all vehicle sounds.
- Doppler level
Sets the doppler level on all vehicle sounds.
- Audio mixer master
2.5.2. Reverb zone
- Active
Toggle the reverb zone.
- Preset
Select the reverb zone preset.
2.5.3.
Sounds
- Engine
Sets all engine sound parameters.
- Wheels
Sets all wheel sound parameters.
- Others
Sets all other sound parameters.
2.6. Elements

2.6.1.
Vehicle
The main elements used by vehicle.
2.6.2.
Chassis
The main elements used by vehicle
chassis.
2.6.3.
Wheel colliders
The wheel collider used by vehicle.
2.7. Collisions

2.7.1.
Skid trail
- Enable
Toggle the skid trail.
- Intensity
The skid trail intensity multiplier.
2.7.2.
Particles
- Tire contact particles
Toggle the skid tire contact particles.
- Culling distance
The skid tire contact particles culling distance.
- Particle forward amount
The forward skid particles multiplier.
- Particle sideways amount
The sideways skid particles multiplier.
- Smooth
Smooth out the particles amount.
Vehicle contact particles
Toggle the vehicle contact particles.
- Amount
The vehicle contact particles amount.
2.7.3.
Vehicle damage
- Enable vehicle deformation by
impact
Toggle the vehicle damage.
- Deformation area size
The radius area affected by the deformation.
- Maximum vertex shift
The maximum possible vertex displacement.
- Magnitude threshold
Magnitude beyond which the deformation is applied.
- Multiplier
Deformation multiplier.
2.7.4.
Wheel bump
- Minimum bump force delta
The slightest change in force until it is considered to be a noisy bump.
- Maximum bump force delta
The maximum bump force delta.
2.7.5.
Hit gizmos and logs
- Hit gizmos
Toggle the hit gizmos.
- Hit logs
Toggle the hit logs.
3. Vehicle presets
Depending on the type of vehicle we are setting up, it is possible to apply suitable presets to it

the possible presets are:
SuperFastSport
FastSport
Sport
Small
Suv
Van
Bus
Truck
Trailer
MonsterTruck
to set a preset, select it in the drop-down list and click the “Load vehicle preset” button.
The preset will change all necessary parameters, such as vehicle weight, engine power, COM position, engine and wheel sound, steering wheel sensitivity etc.
Each preset can be modified and it is possible to save the new settings by overwriting the default one or by saving the preset as a custom preset (there are 10 possible custom presets).
Each element of the preset can be saved individually, in fact there are 2 buttons (“S” and “L” buttons) to the right of each parameter that allow you to save the value in the preset or load it from it.

4. Global GVC resources
By clicking the “Global GVC resources” button, you access the panel that manages the resources used by GVC.

Here are the objects used by GVC, the particles, the ground materials, the sounds and the physics elements.
Here are also some settings that can be changed.

4.1. Ground materials

The ground materials are used by wheel colliders to establish the behavior they have when the surface with which they are in contact varies.
It is possible to customize each ground material and also to add new ones
4.2. Sounds

Here are all the sounds used by the vehicle.
It is possible to use customized sounds by simply dragging the sound into the appropriate boxes.
4.3. Engine sounds
It is possible to have different presets for the engine sounds.
These presets can be edited, added or deleted.

5.
Tools
By clicking on Tools -> Glauco Vehicles -> Controller
You can choose from the following options:

5.1. Add GVC to vehicle
Add and setup the GVC to the selected
GameObject and setting it as sport vehicle.
5.2. Add GVC trailer
Add and setup the GVC to the selected
GameObject and setting it as trailer.
5.3. Add GVC canvas to scene
Add the GVC canvas to the scene.
5.4. Remove GVC from vehicle
Remove the GVC from selected GameObject if GVC is present.
5.5. GVC Resources
Open the GVC Resources in the inspector.
5.6. Help
Open the help URL.
6.
Configure physical materials
For the correct functioning of the wheel colliders it is necessary to configure the physical material of each element with a collider that comes into contact with the vehicles.
There are already eight physical materials already configured
- GVC_PhysicMaterial_Asphalt
- GVC_PhysicMaterial_Concrete
- GVC_PhysicMaterial_Curb
- GVC_PhysicMaterial_Dirt
- GVC_PhysicMaterial_Grass
- GVC_PhysicMaterial_Metal
- GVC_PhysicMaterial_Sand
- GVC_PhysicMaterial_Vehicle
When the wheels of the vehicle, or the vehicle comes into contact with different materials has a different behavior, this behavior affects the grip of the tires on the ground, the sound they emit during movement and during the skid, on the particles emitted and on the skid trail etc.
It is necessary to correctly apply such physical materials to colliders.

Some parameters can be changed directly by clicking on the physical material:

You can find in GVC Resources the parameters that manage the sounds, the skid trail, the particles etc.
Click
Tools -> Glauco Vehicles -> Glauco Vehicle Controller -> GVC Resources

It is possible to eliminate existing ground materials and create new ones.
7. GVC Camera
The GVC Camera allows to manage the main camera in play mode.
There are a few different types of rooms depending on their behavior and where they are located.
- Third person
It is located on the outside of the vehicle behind it and faces the vehicle itself. Using the “B” key on the keyboard, the position of the camera is reversed with respect to the vehicle. By pressing the “L” and “K” buttons the camera moves sideways to the vehicle. By pressing the “J” key the camera changes position by varying the angle of 45 degrees with respect to the forward direction.
- First person
It is located inside the vehicle, or outside, it always faces the forward direction of the vehicle.
When activated the sounds are modified to appear as if heard from inside the vehicle.
- External fixed
It is located outside the vehicle and is fixed with respect to it and facing in a direction chosen at will. - External floating
It is located on the outside of the vehicle and can rotate around it, always facing the vehicle.
- TV Camera
The camera is located in one of the place holders generated with the TV camera automatic generator. The camera always looks at the vehicle and the FOV can be changed by turning the mouse wheel.
- Detached fixed
When activated, the camera position is left fixed in the last position it was in, even the rotation does not change. - Detached fixed oriented
When activated, the camera position is left fixed in the last position it was in and look at vehicle.
In the inspector it is possible to configure the Third person camera and External floating camera.

The first person camera and the external fixed camera can only be configured if a vehicle is linked to the GVC Camera.

It is also possible to configure first person cameras directly in the vehicle in the GVC Inspector:

During play mode it is possible to switch from one camera to another by pressing the “C” and “V” keys on the keyboard.