- Live tuning lab in the demo scene. A small T chip sits top-left from the moment you spawn; press T to expand it into the full lab: sliders for grip, drive torque, suspension stiffness, damping, travel, and brake force, plus assist presets (Casual / Sport / Sim), tire compounds (Stock / Street / Sport / Offroad), and a reset-to-stock button. Every change applies to the running car instantly, and the camera hands you the cursor while it is open.
- Switch between the four cars with [ and ] (d-pad left/right on gamepad), same bindings as Vehicle Prototyping. The camera, your controls, and the tuning lab all follow along, and a key legend up top-right reminds you.
- Modeled blockout cars. All four roster cars now spawn with stylized low-poly bodies and real cylindrical tires with rims instead of boxes and spheres. Visual only: the physics under them is unchanged.
- The tuning lab and the cursor-yield camera seam double as working examples for your own UI.
- Demo pad grown from about 200 m to about 1 km across, so you stop reaching the edge in seconds. Driving off the far edge still respawns the car.
- Wheels now spin the correct way while driving (they rolled backwards before).
- A car left near a stop now actually stops. No more endless creep with spinning wheels and skid noise unless you halted perfectly.
- The camera's cursor-yield hook now survives hotloading. If you wire CursorModalOpen from your own UI and hotload mid-session, the kit recovers instead of throwing on the next play.
- The demo keybinds use "Tune", "CyclePrev", and "CycleNext" input actions; consumer projects add them in their input settings, the README shows the exact entries.
- Parked demo cars now hold the handbrake and ignore your input devices from the moment they spawn. Previously there was a one-tick window where a parked car could read a live gamepad, and a resting trigger with a little drift reads as brake, which at a standstill engages reverse. That is why the Go-Kart could crawl backwards out of spawn on its own.
- Parked cars can no longer be nudged off their spawn marks by device noise or spawn settle, they stay put until the camera switches to them.
- The active car (the one the camera follows) still reads your devices directly by design. If your gamepad has heavy trigger drift the active car can creep at a standstill, unplug the pad or recalibrate if you see it.
- First public release of the Vehicle Physics Kit, the raycast-wheel stack that powers Vehicle Prototyping.
- Contact-normal suspension, slip-curve tires with a friction ellipse, and a full drivetrain with auto-clutch plus auto and sequential shifting.
- Per-car assist levels (Casual, Sport, Sim), spring-arm chase camera with orbit and scroll zoom, and placeholder engine and skid audio.
- Four ready-to-drive roster cars (hatch, coupe, kart, pickup) on primitive blockout bodies, no art needed to start driving.
- A bundled demo scene: install the kit, open vehiclephysics_demo, press play.
- Seams for making it yours: CustomBodyBuilder swaps in your own car models, InputOverride lets an AI or replay drive, CursorModalOpen plays nice with your UI.
- Full README with quickstart, API tour, seam list and required input actions.
- Kart stuck-turn fix ported from upstream Vehicle Prototyping: cap-aware drive torque rolloff plus a Casual traction control floor relaxation, so turning hard under power no longer locks you into the turn.
- Demo quality of life: only the car the camera follows listens to your keys (one W press no longer launches the whole row), and cars driven off the pad edge respawn on their marks instead of falling forever.
- The cars are ugly boxes on purpose. This is a physics library, your game brings the art.
- First generation release: the core physics is proven in a shipped game, but the API surface may still move.