carla-vehicle-authoring

Create, migrate, and validate detailed vehicle assets for CARLA using Blender and Unreal.

3|Updated Jul 20, 2026
One-click install
npx skills add https://github.com/carla-simulator/carla-agentic-tools --skill carla-vehicle-authoring-carla-simulator
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: carla-vehicle-authoring
Source: https://github.com/carla-simulator/carla-agentic-tools/tree/main/skills/ue58/carla-vehicle-authoring
Command: npx skills add https://github.com/carla-simulator/carla-agentic-tools --skill carla-vehicle-authoring-carla-simulator

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) components.

What problem does it solve? Authoring a convincing vehicle for the CARLA simulator spans Blender geometry, Unreal import, rigging, physics, lighting, and runtime validation, and mistakes at any layer silently break the next. This Skill encodes the full procedure with its known failure modes so an agent follows a vetted workflow instead of improvising. ## Core Features & Use Cases - Reference-based visual authoring: Build geometry, wheels, materials, lamps, and cabin details from manufacturer dimensions and photographs, with guidance on proportions, decimation pitfalls, and normal-map conventions. - CARLA/Unreal integration: Import assets, configure skeletal rigs, physics assets, Chaos collision, paint overrides, and physical light components using verified tag and slot conventions. - Runtime validation and delivery: Verify spawn, dynamics, doors, paint variation, lamp states, collisions, and camera evidence on a dedicated server, then package editable sources with provenance. - Use Case: Ask the agent to improve a vehicle's wheels and lamps for CARLA; it sources the environment config, adapts the TeslaModel3 reference tooling, fixes tire silhouette and indicator emission issues, and validates the result in a running simulator. ## Quick Start Use the carla-vehicle-authoring skill to create a reference-based vehicle in Blender, integrate it into my CARLA UE5.8 checkout, and validate it at runtime.

Frequently Asked Questions about carla-vehicle-authoring

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a custom vehicle for the CARLA simulator?▼

Author the vehicle in Blender from manufacturer dimensions and reference photos, then import into Unreal with correct scale, wheel anchors, rigging, and physics. This Skill guides each stage and validates the result through the CARLA Python API on a dedicated server.

How do I validate a vehicle asset in CARLA at runtime?▼

Use a dedicated server to verify catalog discovery, spawn, ground contact, acceleration, braking, steering, doors, paint variation, and lamp states. Confirm both API state round-trips and visible pixels in captured sensor images, and record revisions and test conditions.

What CARLA version does this vehicle authoring workflow require?▼

It targets a built CARLA UE5.8 checkout with its matching content and engine, plus Blender for modeling. Runtime validation needs the matching CARLA Python API and a dedicated server so world-state changes do not affect other sessions.

Why do my CARLA vehicle wheels look pointed or tank-like after decimation?▼

Whole-wheel percentage decimation destroys the tire's round silhouette while preserving excessive spoke detail. Build LODs with protected tire rings, separate component budgets, and silhouette review at every transition instead of decimating the wheel as one mesh.

Why are my vehicle indicator lights dark in CARLA despite high emission values?▼

In the reference UE version, Saturate and OneMinus destination pins were unnamed, so connecting by the name 'Input' silently left the material graph disconnected. Verify actual node pins and saved graph connectivity, then check both sides visually in CARLA.

When should I not use this vehicle authoring skill?▼

Do not use it for ordinary traffic spawning or map decoration, which need no asset authoring. It is intended for creating, migrating, improving, or debugging detailed vehicle assets where geometry, physics, lighting, and runtime behavior all matter.