Creating Vehicles for Accelerate

Tower Unite aims to make the vehicle importing process as easy as possible. All of the SDK is embedded in-game and available directly from the main menu by selecting Workshop Editor on the top right.

We assume in this guide that you have prior knowledge with 3D modeling.

Step 1. Create

Vehicles are very similar to creating items for Tower Unite. They do not need to be animated or rigged.
Before you import your vehicle into Tower, you'll need to prepare the model a bit.

  • Remove any wheels from the vehicle model. Wheels are provided in Tower. You'll be able to offset the wheels in the metadata. We plan to have different wheel models in the future.
  • Scale / rotate the kart to fit the example kart provided below.
  • Scale is important! Overscaling the vehicle will cause gameplay issues and failure to do this right will get your vehicle removed from workshop!

Assuming you have your vehicle ready to go, you just need to export it to a format Tower Unite accepts.

The model must be exported to a compatible filetype: either .FBX, .OBJ, .SMD or recommended .DAE
The Tower Unite Blender Add-on's export feature offers a few benefits for vehicle model exports to .DAE.

Note about textures: Please make sure you have setup your materials and pointed the textures to the correct file paths BEFORE you export!
As of workshop editor 1.0, you cannot edit these paths after importing. So make absolutely sure you are pointing to valid files or you will have missing textures when you go to import!

Note: In Tower Unite, Z is up, not Y! Make sure you set your modeling program to make Z as up!

Step 2. Importing into Tower Unite

Once you have exported the model into an accepted format, it's finally time to open up Tower Unite and load the Workshop Editor!

Once in the editor:
  • Select the "My Imports" tab.
  • Select "Vehicle" from the dropdown.
  • Click Import.
  • Select the model you wish to import.
  • That's it!

Your model will then be converted into our format (.model). If it fails for any reason, the editor will tell you why in the Compiler Info. You can also see the entire import process there and troubleshoot any issues that come up.

Warning: The scale of the vehicle needs to line up with the ghost vehicle displayed in the editor! Failure to do this right will get your vehicle removed from workshop!

You can reimport over and over until you get the perfect vehicle!

Step 3. Adjusting & Vehicle Types

There are five vehicle types currently available: Normal, Bike, Scooter, ATV, and Skateboard. Changing the vehicle type is only for visuals and does not impact gameplay.

Vehicle Type will affect the number of wheels and how the driver rides it:
  • Normal vehicles have 4 wheels, and the driver will sit with their arms outstretched, reaching for the steering wheel.
  • Bikes have 2 wheels, and the driver will sit leaning forwards.
  • Scooters also have 2 wheels, but the driver will sit back like the 'Normal' type.
  • ATVs have 4 wheels, but the driver will lean over the vehicle like they were riding a 'Bike' type vehicle.
  • Skate vehicles have 4 wheels and the driver will not sit, but stand on the vehicle.

You can alter offsets for vehicles, adjusting player offset, front and back tire offsets, exhaust offset, and headlights. For Bike & Scooter vehicles, you can adjust the handlebar position and legs.
You can also hide wheels or enable hover mode, which gives your vehicle hovering animations.

  • Kart Offset allows you to move, rotate and scale the whole vehicle model, in-case you didn't get it absolutely perfect in Blender.
  • Player Offset allows you to move, rotate and scale the driver, and also gives you the option to hide the driver entirely.
  • Front Tires / Back Tires allow you to position how far Forward/back the tires will be, and the Width determines how far apart they will be if you have 4 wheels.
  • Wheel Size sets the size of all wheels.
  • Exhaust Offset will show 2 bright lights which dictate where smoke/boost effects will come from.
  • Headlight Offset will show 2 dim lights which dictate where the vehicle's lights (toggled in-game with the 🇫 key) will come from. These are set to the player's chosen colour.
  • Flying Vehicle / Hover Mode will hide the wheels and make the vehicle appear more floaty when turning.
  • Hide Wheels also hides the wheels.
  • First Person Camera Offset shows you how the first-person view-mode will look (toggled in-game with the 🇷 key).
  • Item Front / Item Back let you adjust how far forward/back pickups will be held.

Once you are done editing the metadata, just hit Save Metadata and when you upload your model, it'll all be included for you!

Step 4. Publishing

To learn how to publish your item, check out our Publishing page.