# Building Your Vehicle

Now that your vehicle model is ready, you can open the vehicle builder and make your working vehicle. From the menu bar -> Tools/e23/AVC/Vehicle Prefab Builder.

![Prefab builder window](https://1552885336-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MAvcCremCCxL7EEPDdj%2Fuploads%2FaxSzuoCWEbSaqDZLg1cz%2FPrefabBuilder.png?alt=media\&token=d21743a6-d35f-4b1a-920c-998d76df6e7d)

### **Vehicle**

**Vehicle Name** – the name you want your new vehicle to be called.\
**Vehicle Model** – the model that you have just prepared to be used in the previous section.\
**Vehicle Type** – how many wheels does the vehicle have.

**Physics Material** – which material to add to the vehicle collider – optional, but recommended to use the included physics material.

**Use Box Collider** – v1.5 - This is now no longer optional. The original setup is being phased out, in favour of the box collider exclusively. If you still require the old setup, please see lines #192 and #607 in VehiclePrefabBuilderEditorWindow.cs\
The original setup for AVC used just a sphere collider, for movement and collisions. Leave this option false for that setup, enabling this option will use a box collider for more accurate collisions.

~~**Vehicle Body** – the name of the body in the model.~~ Removed in v1.12

**Wheel Names** – the names of the wheels in the model. This is the name of the model GameObject for the wheel set at 0,0,0 (not the front wheel parents, they are found automatically).

**Vehicle Settings** – the settings you wish to use for the vehicle being created. For your first vehicle, just click the circle and select the Car settings.

### Optional Components

**Audio Component** (new in v1.5) - this component controls the vehicle audio, for engine stop/ start, engine running, drifting, collision (default and custom, allowing for multiple different collision sound effects)

**Audio Data** (new in v1.5) - assign here any audio data you already have made and want to use with this vehicle. For more details on Audio Data, see [this page](audio-and-audiodata).

**Example Effects** – if you wish to have smoke and/ or tire trails, enable this option and assign the prefabs. You can also select here how many wheels should get the trail.

**Drift Settings** (new in v1.5) - this asset is required for the various components that have events when the vehicle is drift, the audio drift SFX and the smoke/ drift tire marks.

**Collision Effects** (new in v1.5) - enable this to add the component for effects on collisions.

**Collision Effects Data** (v1.5) - assign any collision effects data here, you can have a default collision effect and muliple custom ones. Fore more details, see [this page](collisions-and-collisioneffectsdata).

**Example Input** – an example script that uses WSAD to move the vehicle will be added, optional – to add your own input component use the Custom Components list.

~~Custom Components~~ Remove in v1.5\
~~Any components that you have created yourself, that needed to be added to a vehicle, can be included in this list, they will be added to the vehicle too.~~

### Building

Clicking build now will create a vehicle in the scene with the correct hierarchy and should be playable straight away.

These steps are available on YouTube:\
[https://www.youtube.com/watch?v=9m1Am-BYoZo](https://www.youtube.com/watch?v=9m1Am-BYoZo) (pre v1.5)
