GVC Help

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.

  • Engine friction torque
    Toggle engine the friction torque.
    • Amount
      The engine friction torque intensity.
  • 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.

  • 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.

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.

  • 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.

  • 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.

  • Steer sensitivity
    • Steer sensitivity
      Vary the steering wheel’s sensitivity.


  • Helper
    • Active
      Toggle the steering helper.

    • Linear helper
      Linear steering amount.

    • Angular helper
      Angular steering amount.


  • 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.

  • 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.

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.
  • ABS
    • Active
      Toggle the ABS.

    • Start threshold
      The threshold beyond which the ABS is activated.

  • 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.



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.

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.


  • 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.

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.



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.