# Preparing Your Vehicle

AVC requires that your model be setup in a certain way, so that various parts of the vehicle rotate correctly - for example: wheels rotate around the center and the front wheels turn on Y correctly.

## Model Preparation

1- For the vehicle to work correctly, the hierarchy needs to be setup in a certain way. Below is an image of how the included demo vehicle model imported, this won’t work.

![Unorgnised model](https://1552885336-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MAvcCremCCxL7EEPDdj%2Fuploads%2FC4ahCMvBfQlLtYsfi9nb%2FUnorgnisedModel.png?alt=media\&token=69a87f79-1951-41d8-920c-d87f36e42d2b)

2- Compare that with the hierarchy for the prefab.

![Correct model layout](https://1552885336-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MAvcCremCCxL7EEPDdj%2Fuploads%2F6JWT5WTpCjV8dbCywEmt%2FOrganisedModel.png?alt=media\&token=775c4151-7b65-4431-82f9-647e5d8d362e)

**Model** holds everything, and should be at position 0,0,0.

**Body** has all the body parts underneath it, and should be at 0,0,0.

**Parts** is optional, required for this model because the body faces in the wrong direction. This GameObject is rotated 180 on Y.

The two front tires require an empty GameObject (**FrontParent**) to deal with their turning rotation. Due to the pivot point on these wheels, they also require an additional empty GameObject (**tireFront**) to get the pivot to be at 0,0,0 for the correct rotation.

Parenting the front wheels:\
3- Create an empty GameObject.

4- Copy the position of your front left wheel.

5- Select the empty GameObject and paste the position from the front left wheel.

6- Draw the front left wheel to be a child of the empty GameObject and rename to “FrontLeftParent”.

7- Repeat for the front right wheel.

8- (Optional) The same process can also be used for the rear wheels, especially if the pivot for those wheels is not at the center of the wheel geometry.
