MIS-CarRider-RCC

About MIS-CarRider-RCC – Unity Asset Pack

MIS-CarRider-RCC Unity Asset Overview

The MIS-CarRider-RCC extension serves as a specialized bridging architecture designed to connect character controller frameworks—specifically within the Motion Interaction System (MIS) ecosystem—with Boneer Games' Realistic Car Controller (RCC). At its architectural core, the package decouples character movement processing from vehicle physics by executing state-driven handoffs between the CharacterController or Rigidbody system and the active RCC_CarControllerV3 instance.

When a character approaches a target vehicle, the integration framework relies on localized trigger zones attached to the vehicle pre-fab to initiate entry sequences. Rather than executing hard positional parent-child snapping, the system utilizes target matching, inverse kinematics (IK), and finite state transitions. This maintains precise visual alignment of character hands and feet with steering wheels, pedals, and gear sticks, while preventing physics jitter caused by overlapping Collider boundaries during active vehicle operation.

The package structures its codebase into dedicated modules covering interaction triggers, seat management, IK targets, and C# event dispatches. By employing decoupled C# delegates, developers can intercept state changes such as OnEnterVehicleStart, OnEnterVehicleComplete, and OnExitVehicleComplete without modifying the underlying core physics calculations of RCC or the locomotion pipelines of the character controller.

Core Features & System Compatibility

The extension streamlines vehicle-character integration by managing multi-seat layouts, door animations, and driver-to-passenger dynamic state transitions. It handles complex entry angle calculations and IK adjustments automatically, enabling character models to interact cleanly with varied vehicle topologies ranging from compact sedans to high-clearance trucks.

Key Architectural Features

Pros and Cons

Integration & Setup Instructions

Setting up MIS-CarRider-RCC involves configuring both the vehicle prefab containing the RCC_CarControllerV3 component and the player character object equipped with the locomotion components.

Step-by-step Setup Process

  1. Import the core character framework and Realistic Car Controller into your Unity project, ensuring both assets compile cleanly without missing namespace errors.
  2. Add the MISCarRiderRCC_Vehicle component to your target vehicle prefab root.
  3. Assign the vehicle triggers on the target prefab, defining entry zones (e.g., Driver Door, Passenger Door) and linking them to their corresponding internal seats.
  4. Position the IK target transforms inside the vehicle cockpit: SteeringWheel_IK, LeftFoot_IK, RightFoot_IK, and GearShift_IK.
  5. Attach the MISCarRiderRCC_Character script to your player avatar root object. Ensure that the character animator uses a Humanoid Avatar configuration with active IK pass enabled in the baseline Animator state machine.

Custom Trigger & State Handling Code

The following C# script demonstrates how to subscribe to vehicle entry and exit events to manage external gameplay systems like camera state changes or UI displays:

using UnityEngine;
using MIS.CarRider.RCC;

public class VehicleStateListener : MonoBehaviour
{
    [SerializeField] private MISCarRiderRCC_Character characterRider;
    [SerializeField] private GameObject playerFollowCamera;
    [SerializeField] private GameObject vehicleCamera;

    private void OnEnable()
    {
        if (characterRider != null)
        {
            characterRider.OnEnterVehicleComplete.AddListener(HandleEnteredVehicle);
            characterRider.OnExitVehicleComplete.AddListener(HandleExitedVehicle);
        }
    }

    private void OnDisable()
    {
        if (characterRider != null)
        {
            characterRider.OnEnterVehicleComplete.RemoveListener(HandleEnteredVehicle);
            characterRider.OnExitVehicleComplete.RemoveListener(HandleExitedVehicle);
        }
    }

    private void HandleEnteredVehicle(GameObject vehicleObject)
    {
        if (playerFollowCamera != null) playerFollowCamera.SetActive(false);
        if (vehicleCamera != null) vehicleCamera.SetActive(true);
        
        Debug.Log($"Character successfully mounted vehicle: {vehicleObject.name}");
    }

    private void HandleExitedVehicle(GameObject vehicleObject)
    {
        if (vehicleCamera != null) vehicleCamera.SetActive(false);
        if (playerFollowCamera != null) playerFollowCamera.SetActive(true);

        Debug.Log($"Character successfully dismounted vehicle: {vehicleObject.name}");
    }
}

Performance Profiling & Optimization

In large open-world or dense urban environments featuring multiple active vehicles and non-player characters (NPCs), vehicle rider systems can introduce performance overhead if not managed carefully. Profiling in Unity's Profiler highlights three main areas requiring optimization: Animator IK evaluation, trigger volume overlap checks, and transform hierarchy hierarchy operations.

Optimization Best Practices

Asset Details & Specifications

CategoryAdd-Ons / Extensions
Latest Versionv1.4.4 (2 tracked releases)
File Size9.58 MB
Added to PlatformFebruary 6, 2026
Views7 views
Downloads3 downloads
Favourites0 favourites
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