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Bounds and Audio

Two small sections that are easy to forget, plus how to get the mod into the game and check it.


01. Bounds

Bounds is the box the game uses to decide where the vehicle fits: a size and a box origin offset, both in centimetres.

It does not resize itself when you swap meshes. A mesh swap changes what is drawn; the box stays as the original vehicle described it. So a reskin that makes the body noticeably longer, wider or taller needs a manual pass here, or the vehicle will park with a gap around it, clip into things, or refuse to fit somewhere it visually should.

Setting it

  1. Open Bounds.
  2. Click Show Bounds Box to draw the current box in the preview.
  3. Adjust size until the box wraps your body.
  4. Use the origin offset to re-centre it if your mesh pivot is not in the middle of the vehicle.

Leaving it alone is fine when your reskin is roughly the original silhouette - a different-looking sedan of the same size does not need new bounds.


02. Audio

The Audio section sets three sounds:

SoundWhen it plays
MainThe engine, while driving.
SpawnWhen the vehicle appears.
DespawnWhen it is put away.

Each is a MetaSound asset.

⚠️ Audio is shared by the vehicle template, not by the vehicle. Vehicles that share a template share their audio, so changing the engine sound on one can change it for its siblings.

Duplicate mods handle this for you. A new vehicle starts out sharing its source's template, and the first time you change a sound it automatically gets its own. Your engine note never leaks back onto the vehicle you copied.

For an Override mod that wants its own audio, split the template off deliberately before you start.

Splitting the template also registers it for purchase. The game looks up a vehicle's purchase rules by template, so a dedicated template needs its own entry or the vehicle cannot be bought - the shop button greys out with an unrelated message. The workspace creates that entry for you, copying the original's age requirement and sounds.

A sound showing as None is not always empty. If the asset is not one ModKit ships, the field displays None while the original path is still there underneath. Setting a different sound replaces it; leaving it alone keeps what was there. You will not lose a sound by opening the section and closing it again.


03. Saving, packaging and testing

Editing the workspace changes data in the project. Two more steps get it into the game.

  1. Save the project.
  2. Package it. This builds the mod and writes it out where the game can load it.
  3. Launch the game and check the vehicle.

What to check in game, in order

CheckWhy this one
It appears in the Dream Car app with a thumbnailCatches a missing representative-colour icon
It looks right parked up closeThe mesh slots
It still looks right as traffic drives pastCatches an unreplaced distant mesh
A Zoi can board and sits correctlySeats after a body swap
The trunk and other interactions are reachableInteraction points after a body swap
Doors and wipers moveAnimation, and Mesh Name in particular
It parks without odd gaps or clippingBounds

If something is wrong, the section pages each have a Common issues and fixes table for that area.


04. Common issues and fixes

IssueCauseFix
Vehicle parks with a large gap around itBounds still describe the original bodySet size in Bounds
Vehicle clips into walls or other objectsBounds smaller than the new bodySame
Bounds box is off to one sideMesh pivot is not centredUse the box origin offset
Engine sound changed on a different vehicleTemplate shared with that vehicleSplit off a private template
Sound shows None after opening the sectionAsset not shipped with ModKitDisplay only - the original is intact
Changes are not in the gameNot packaged since the last editSave, then package again

05. Chapter summary

ChecklistDone
Does the bounds box wrap the new body?
If I changed audio, is the template private to this vehicle?
Did I package after the last edit?
Did I check the vehicle in traffic, not just parked?

06. What the MCP tools cover

ToolUse
modkit_set_vehicle_dimensionsBounding size and box origin offset.
modkit_set_vehicle_audioMain, spawn and despawn sounds. Omitted fields keep their current value.
modkit_create_vehicle_templateSplit off a private template before a template-level edit such as audio.
modkit_packageBuild the mod.

07. Data reference