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Vibe Coding Templates

This section helps you edit and customize existing templates. It focuses on prebuilt templates and explains their structure in more detail, making it easier to extend specific features or replace mesh objects such as cars, boxes, or other vibe elements.

Vehicle Physics Model

The Vehicle Physics Model is a ready-to-use driving template for interactive vehicles in Arrival.Space. It combines wheel-based physics, suspension, steering, collisions, headlights, camera behavior, audio, and player mounting into one system, so you do not need to build these features from scratch.

Use this template when you want a vehicle that players can enter, an drive for example for cars, karts, service vehicles, or other rideable machines. It is especially useful when you need a fast starting point for gameplay-ready vehicle behavior and want to adjust handling, seating, wheel placement, or visual setup without rewriting the full logic.

Parameters

Model Parameters
Edit the chassis and wheel model assets, including their overall scale.
ParameterDescriptionUnitMin/Max
Chassis Model (GLB)URL or asset of the vehicle chassis GLB model.asset-
Chassis ScaleScale of the chassis model.factor0.01 / 10
Wheel ModelURL or asset of the wheel GLB model.asset-
Wheel ScaleScale of the wheels.factor0.01 / 10
Vehicle Physics
Edit the core physics behavior such as mass, damping, and simulation update rates.
ParameterDescriptionUnitMin/Max
Chassis MassTotal mass of the vehicle. Higher values make the vehicle feel heavier and less responsive.kg100 / 5000
Air FrictionAir resistance / linear damping. Reduces velocity over time.unitless0 / 1
Angular DampingRotational damping. Reduces spinning and stabilizes rotation.unitless0 / 1
Physics HzPhysics simulation update rate. Higher values provide more accurate physics but require more performance.Hz30 / 240
Physics Sub-StepsAdditional physics simulation subdivisions per frame for better stability.count1 / 60
Wheel Positioning
Edit wheel size and the exact X, Y, and Z placement of the front and rear wheels.
ParameterDescriptionUnitMin/Max
Wheel RadiusRadius of the wheels. Important for ride height and physics behavior.m0.1 / 1
Front Wheel XHorizontal offset of the front wheels from the center.m0.1 / 3
Rear Wheel XHorizontal offset of the rear wheels from the center.m0.1 / 3
Wheel HeightVertical wheel position.m0.1 / 3
Wheel Front ZForward position of the front wheels.m0 / 3
Wheel Rear ZBackward position of the rear wheels.m-3 / 0
Suspension
Edit how stiff, damped, and tall the suspension behaves at rest and under load.
ParameterDescriptionUnitMin/Max
Suspension StiffnessSuspension stiffness. Higher values create a stiffer vehicle.unitless1 / 100
Suspension DampingSuspension damping. Prevents excessive bouncing.unitless0.1 / 10
Suspension CompressionCompression damping when the suspension compresses.unitless0.1 / 10
Suspension RestDefault suspension length at rest.m0.05 / 1
Tire Grip & Handling
Edit tire grip and body-roll behavior to tune traction and overall handling.
ParameterDescriptionUnitMin/Max
Front Friction SlipGrip level of the front wheels. Higher values provide more traction.unitless0 / 5
Rear Friction SlipGrip level of the rear wheels.unitless0 / 5
Roll InfluenceControls how much body roll affects handling. Lower values reduce rollover tendency.unitless0 / 1
Engine & Braking
Edit acceleration, braking force, and idle braking behavior.
ParameterDescriptionUnitMin/Max
Max Engine ForceMaximum engine force / acceleration power. If the Chassis Mass is heavy increas this value.force units0 / 10000
Max Braking ForceMaximum braking force.force units0 / 500
Idle BrakeAutomatic braking force when no input is given. Prevents rolling.force units0 / 50
Steering
Edit steering angle, steering response, and how steering changes at higher speed.
ParameterDescriptionUnitMin/Max
Max SteeringMaximum steering angle at low speed.rad0.05 / 1
Min Steering (at speed)Minimum steering angle at high speed.rad0 / 0.5
Steering Falloff SpeedSpeed at which steering gradually becomes more limited.m/s1 / 50
Steering SpeedSpeed of steering response.1/s1 / 30
Collision
Edit the collision box size, vertical offset, and the physical material behavior.

The used collision is a Box Collision, since this is fully sufficient for this use case. To visualize collisions, modify the Vibe and tell the AI that you want to have a toggle to visualize the collision via pc.enablePhysicsDebugDraw = true. This will display all active collisions. Keep in mind that this feature is very performance-intensive. It is recommended not to enable it inside heavy or complex Spaces, as it may lead to unusual behavior or performance issues.

ParameterDescriptionUnitMin/Max
Collision WidthWidth of the collision box.m0.05 / 5
Collision HeightHeight of the collision box.m0.01 / 2
Collision LengthLength of the collision box.m0.05 / 5
Collision Y OffsetVertical offset of the collision box.m0 / 3
Chassis FrictionFriction value of the chassis body.unitless0 / 1
Chassis RestitutionBounciness / restitution of the chassis.unitless0 / 1
Headlights
Edit headlight position, beam shape, color, intensity, and range.
ParameterDescriptionUnitMin/Max
Headlight SideSide offset of the headlights.m0 / 2
Headlight HeightHeight of the headlights.m-1 / 2
Headlight ForwardForward offset of the headlights.m-1 / 3
Headlight ColorHeadlight color.color-
Headlight IntensityBrightness/intensity of the headlights.intensity units0 / 20
Headlight Cone AngleCone angle of the spotlight.deg1 / 90
Headlight RangeMaximum light range.m1 / 100
Headlight TiltVertical tilt angle of the headlights.deg-45 / 45
Player Interaction
Edit the enter distance and the exact player seat position inside the vehicle.
ParameterDescriptionUnitMin/Max
Enter DistanceDistance at which the player can enter the vehicle.m1 / 10
Seat SideHorizontal seat offset for the player.m-1 / 1
Seat HeightVertical seat offset for the player.m-1 / 3
Seat ForwardForward/backward seat offset.m-1 / 1
Camera
Edit the camera height and distance relative to the vehicle.
ParameterDescriptionUnitMin/Max
Camera Height OffsetVertical camera offset relative to the vehicle.m-1 / 2
Camera DistanceCamera distance from the vehicle.m0.8 / 4
Animations
Edit which driving or idle animation is used while the player is mounted.
ParameterDescriptionUnitMin/Max
Ride Idle AnimationIdle/sitting animation used while driving.animation asset-
Audio
Edit the drive sound asset, volume, pitch, and speed-based audio behavior.
ParameterDescriptionUnitMin/Max
Drive SoundAudio file for the engine/driving sound.audio asset-
Drive Sound VolumeVolume of the driving sound.gain0 / 10
Drive Sound Min SpeedMinimum speed before the sound starts playing.m/s0 / 20
Drive Sound PitchBase audio pitch.pitch factor0.25 / 4
Drive Speed PitchPitch increase based on speed.pitch factor per m/s0 / 1
Drive Accel PitchPitch increase based on acceleration/engine load.pitch factor0 / 2

Exchange the Model

To replace a model, you first need a new model asset.It is important that the car body (chassis) and the wheels can be exported separately. For example, you can download a car asset from Sketchfab. The asset must be in .glb \ .gltf format.

Before importing the model into Arrival.Space, the chassis must be separated from the wheels.
The following guide uses Blender as an example.

Steps

  1. Open Blender
  2. Select General under New File
  3. Delete the default assets (Camera, Cube, Light)
  4. Import your asset via File > Import > glTF 2.0 (.glb/.gltf)
  5. Select the car body/chassis along with all related parts (excluding the wheels)
  1. Go to File > Export > glTF 2.0
  2. Before exporting, enable only the following settings:
    • Include > Limit to > Selected Objects
    • Transform > +Y Up
    • Data > Mesh > UVs + Normals
  1. Export the file and upload it to Arrival.Space as the Chassis Model
  2. Select the front-left wheel and temporarily hide the other assets using the Eye icon
  1. To properly align the wheel, adjust its center point using
    Shift + S > Selection to Cursor
  2. Apply all transformations using:
    • CTRL + A (Windows) > All Transforms
    • Command + A (macOS) > All Transforms
  3. Go to File > Export > glTF 2.0
  4. Use the same export settings as in Step 7
  5. Upload the wheel model to Arrival.Space as the Wheel Model URL
  6. Adjust the parameters