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.
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.
Maximum engine force / acceleration power. If the Chassis Mass is heavy increas this value.
force units
0 / 10000
Max Braking Force
Maximum braking force.
force units
0 / 500
Idle Brake
Automatic braking force when no input is given. Prevents rolling.
force units
0 / 50
Steering Edit steering angle, steering response, and how steering changes at higher speed.
Parameter
Description
Unit
Min/Max
Max Steering
Maximum steering angle at low speed.
rad
0.05 / 1
Min Steering (at speed)
Minimum steering angle at high speed.
rad
0 / 0.5
Steering Falloff Speed
Speed at which steering gradually becomes more limited.
m/s
1 / 50
Steering Speed
Speed of steering response.
1/s
1 / 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.
Parameter
Description
Unit
Min/Max
Collision Width
Width of the collision box.
m
0.05 / 5
Collision Height
Height of the collision box.
m
0.01 / 2
Collision Length
Length of the collision box.
m
0.05 / 5
Collision Y Offset
Vertical offset of the collision box.
m
0 / 3
Chassis Friction
Friction value of the chassis body.
unitless
0 / 1
Chassis Restitution
Bounciness / restitution of the chassis.
unitless
0 / 1
Headlights Edit headlight position, beam shape, color, intensity, and range.
Parameter
Description
Unit
Min/Max
Headlight Side
Side offset of the headlights.
m
0 / 2
Headlight Height
Height of the headlights.
m
-1 / 2
Headlight Forward
Forward offset of the headlights.
m
-1 / 3
Headlight Color
Headlight color.
color
-
Headlight Intensity
Brightness/intensity of the headlights.
intensity units
0 / 20
Headlight Cone Angle
Cone angle of the spotlight.
deg
1 / 90
Headlight Range
Maximum light range.
m
1 / 100
Headlight Tilt
Vertical tilt angle of the headlights.
deg
-45 / 45
Player Interaction Edit the enter distance and the exact player seat position inside the vehicle.
Parameter
Description
Unit
Min/Max
Enter Distance
Distance at which the player can enter the vehicle.
m
1 / 10
Seat Side
Horizontal seat offset for the player.
m
-1 / 1
Seat Height
Vertical seat offset for the player.
m
-1 / 3
Seat Forward
Forward/backward seat offset.
m
-1 / 1
Camera Edit the camera height and distance relative to the vehicle.
Parameter
Description
Unit
Min/Max
Camera Height Offset
Vertical camera offset relative to the vehicle.
m
-1 / 2
Camera Distance
Camera distance from the vehicle.
m
0.8 / 4
Animations Edit which driving or idle animation is used while the player is mounted.
Parameter
Description
Unit
Min/Max
Ride Idle Animation
Idle/sitting animation used while driving.
animation asset
-
Audio Edit the drive sound asset, volume, pitch, and speed-based audio behavior.
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.