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Tire Asset Reference

The tire asset is a specialized deployable item subclass in Unturned™ that allows players to add and remove tires from vehicles. Tires are created from the ItemTireAsset class, which inherits from VehicleRepairToolAsset, and they are localized in the inventory UI as "tools." Despite being classified alongside repair tools in the inheritance chain, tires serve a single specialized purpose: manipulating the tire configuration on any vehicle that supports tire attachment points.

This article is the 57 Studios™ canonical reference for the tire asset type. It covers every .dat field specific to the tire asset subclass, the two operational modes (Add and Remove), the vehicle interaction chain that governs how tires attach to vehicle wheel sockets, worked examples for both modes, and the diagnostic patterns that identify the most common tire authoring mistakes. The shared fields that appear on every item asset (ID, GUID, Rarity, Slot, Size_X, Size_Y) are documented in Item Asset Anatomy; this article focuses on the fields that are unique to the tire subclass.

A tire deployable item displayed in the Unturned inventory alongside vehicle repair tools

Documentation source: This article references the official Smartly Dressed Games modding documentation for field definitions and game behavior. Community-validated notes are marked where the official documentation is silent on a detail.

Who this article is for

This article is written for Unturned™ mod authors who have already authored at least one deployable item mod (barricade, structure, or charge) and are familiar with the .dat authoring workflow and master bundle pipeline. If you are new to Unturned™ modding, start with Project Folder Structure and GUIDs and Item Asset Anatomy before returning here.

What you'll learn

  • The complete tire asset .dat field set and its two operational modes
  • How the tire deployment system interacts with vehicle wheel sockets
  • The inheritance relationship between ItemTireAsset and VehicleRepairToolAsset
  • How to author a tire mod for both Add-mode and Remove-mode configurations
  • The diagnostic workflow for identifying tire-to-vehicle attachment failures
  • How the tire item is consumed and returned across the two modes
  • The relationship between tire assets and vehicle tire configuration on the vehicle asset side

How the tire system works

Every vehicle in Unturned™ has a defined set of wheel sockets on its prefab. Each wheel socket can hold one tire. When a tire is applied to a socket, the vehicle's handling characteristics, traction, and visual appearance are modified according to the tire asset's configuration. When a tire is removed from a socket, the corresponding tire item is returned to the player's inventory, and the socket is left empty.

The tire asset is the item that the player holds and uses against a vehicle to trigger the attach-or-detach interaction. The tire asset does not define the tire's physical properties (traction, grip, durability) directly - those properties are defined on the vehicle asset side through the tire configuration system on each wheel socket. The tire asset defines only the operational mode (Add or Remove), the item identity fields, and the Unity prefab that renders the tire model in the player's hand and in the inventory.

As shown in the sequence diagram above, the tire asset operates in one of two mutually exclusive modes. In Add mode, the tire item is consumed from the player's inventory and applied to the target wheel socket. In Remove mode, the tire item functions as a removal tool - when used on a wheel socket that already has a tire, it removes that tire and adds the corresponding tire item to the player's inventory.

Inheritance from VehicleRepairToolAsset

The tire asset inherits from VehicleRepairToolAsset, which itself inherits from the standard item asset base class. This inheritance means that tires share several behavioral characteristics with vehicle repair tools, including the targeting logic that identifies vehicle wheel sockets as valid interaction targets. The VehicleRepairToolAsset base class provides the raycast-and-identify logic that determines which wheel socket the player is aiming at, and the tire asset extends this logic with the specific Add or Remove behavior.

The practical implication of this inheritance for mod authors is that tire assets require a valid Unity prefab with the appropriate Useable script attached (the same UseableTire script that ships with Unturned™). The prefab structure is simpler than a full vehicle repair tool because the tire item does not need animation states for a repair sequence - the attachment and detachment are handled by the vehicle's own wheel socket interaction system.

The flowchart above shows the inheritance chain from the base item asset class through the vehicle repair tool base to the tire asset subclass, then branching into the two operational modes.

File and folder structure

A complete tire mod requires the following files:

Workshop/Content/304930/<modID>/
├── Bundles/
│   └── <BundleName>.unity3d              master bundle containing the tire prefab
└── Items/
    └── MyTire/
        ├── MyTire.dat                    primary configuration
        └── English.dat                   display name and description

The folder name, the .dat filename stem, and the internal Name field should all match. This is not enforced at runtime but divergence causes diagnostic confusion, particularly when using the @give command or when inspecting loaded assets through the developer console.

Complete .dat field reference

Identity and shared fields

The following shared fields are required on every item asset, including tires. See Item Asset Anatomy for full documentation of these fields.

FieldTypeExampleNotes
IDuint1650500Unique item ID. Use 50000+ range. Must be unique across all loaded mods.
GUIDuint128 hexa1b2c3d4e5f64a7b8c9d0e1f2a3b4c5d128-bit globally unique identifier. Generate a new GUID for every new item. Never reuse GUIDs.
TypeenumTireMust be Tire for tire assets.
UseableenumTireMust be Tire for tire assets. Controls which Useable script the engine attaches at runtime.
NamestringAllTerrainTireInternal name. Used in console commands and cross-reference in other .dat files.
RarityenumCommonControls the inventory highlight color. Values: Common, Uncommon, Rare, Epic, Legendary, Mythical. Defaults to Common.
SlotenumNoneTires use None because they are deployable tools, not equipment items.
Size_Xuint81Width in inventory grid cells.
Size_Yuint81Height in inventory grid cells.

Tire-specific fields

The tire asset has exactly one tire-specific field beyond the shared item fields. This field defines the operational mode.

FieldTypeValuesRequiredPurpose
ModeenumAdd, RemoveYesControls how the tire item interacts with vehicle wheel sockets. Add consumes the item to attach a tire. Remove allows the tool to remove tires, adding the corresponding tire item to the player's inventory.

The Mode field is the entire distinguishing surface of the tire asset. All other behavior is inherited from the item base class and the VehicleRepairToolAsset base class. There are no damage fields, no durability fields, no range or radius fields, no specialty flags. The tire asset is deliberately minimal by design - its purpose is to serve as a carrier for the tire attachment behavior, and all substantive tire properties (grip, traction, visual appearance on the vehicle) are defined on the vehicle asset side.

Mode Add behavior

When Mode Add is set, the tire item functions as a consumable attachment. The player equips the tire, aims at a wheel socket on a vehicle, and interacts. The following sequence occurs at the engine level:

  1. The engine confirms that the target wheel socket exists and is currently empty (no tire applied).
  2. The engine consumes one tire item from the player's inventory.
  3. The tire visual attaches to the wheel socket on the vehicle prefab.
  4. The vehicle's handling parameters are recalculated to account for the tire's presence (as defined by the vehicle asset's tire configuration for that socket).

If the target wheel socket already has a tire, the Add operation fails silently - the item is not consumed, and the existing tire remains attached. There is no visual or audio feedback for this failure case in the vanilla engine, which can confuse players who attempt to double-attach a tire.

Mode Remove behavior

When Mode Remove is set, the tire item functions as a removal tool. The player equips the tire tool, aims at a wheel socket on a vehicle that has a tire attached, and interacts. The following sequence occurs:

  1. The engine confirms that the target wheel socket has a tire attached.
  2. The tire is detached from the wheel socket.
  3. A tire item corresponding to the detached tire type is added to the player's inventory.
  4. The vehicle's handling parameters are recalculated to account for the missing tire.

The Remove mode does not consume the tool item itself. The tire removal tool is a multi-use item - it can be used repeatedly on any number of wheel sockets. When used on an empty wheel socket, the Remove operation fails silently, and no item is added to the player's inventory.

As shown in the flowchart above, both modes fail silently when the preconditions are not met. This silent failure behavior is the most common source of player confusion with tire items and should be documented in the Workshop item description for any tire mod.

Visual prefab considerations

The tire asset requires a Unity prefab in a master bundle, but the prefab requirements are minimal compared to a full vehicle or weapon prefab. The tire prefab is shown in two contexts:

  1. In the inventory and in the player's hand when the tire item is equipped or viewed in the inventory grid.
  2. On the vehicle after attachment. The tire model that appears on the vehicle is defined by the vehicle asset's wheel socket configuration, not by the tire item's prefab. The tire item prefab is only the hand-held / inventory representation.

The practical implication is that the tire prefab does not need to match the visual tire that appears on the vehicle. A tire item could show a generic tire model in the inventory and produce a specialized mud-terrain tire visual on the vehicle, as long as the vehicle asset correctly references the appropriate tire visual for that socket.

Prefab hierarchy

MyTirePrefab (root, with UseableTire script)
└── Body (MeshRenderer + MeshFilter for the tire model)

No animator is required. No audio source is required. The UseableTire script does not play custom animations during attachment or detachment - these are handled by the vehicle's own interaction system.

SpecificationRecommendation
Polygon budget200-800 tris
UV layout1x1 UV space, packed islands
Texture resolution512x512 albedo, 512x512 normal
ScaleMatch real-world tire dimensions for the vehicle type

Complete .dat examples

Example 1: All-terrain tire (Mode Add)

A standard all-terrain tire that players can apply to any vehicle wheel socket.

ID 50500
GUID a1b2c3d4e5f64a7b8c9d0e1f2a3b4c5d
Type Tire
Useable Tire
Name AllTerrainTire
Rarity Common
Slot None
Size_X 1
Size_Y 1

Mode Add

Companion English.dat:

Name All-Terrain Tire
Description A durable all-terrain tire compatible with most vehicle types. Consumed on use. Aim at an empty wheel socket to attach.

Example 2: Off-road tire (Mode Add)

A heavy-duty off-road tire with higher visual profile and enhanced traction characteristics defined on the vehicle side.

ID 50501
GUID b2c3d4e5f60a1b7c8d9e0f1a2b3c4d5e
Type Tire
Useable Tire
Name OffRoadTire
Rarity Uncommon
Slot None
Size_X 1
Size_Y 1

Mode Add

Companion English.dat:

Name Off-Road Tire
Description Heavy-duty off-road tire with enhanced traction characteristics. Consumed on use. Compatible with vehicles that support off-road tire configurations.

Example 3: Tire removal tool (Mode Remove)

A tool used to remove tires from vehicle wheel sockets without damaging them. Returns the removed tire to the player's inventory.

ID 50502
GUID c3d4e5f60a1b7c8d9e0f1a2b3c4d5e6f
Type Tire
Useable Tire
Name TireRemover
Rarity Common
Slot None
Size_X 1
Size_Y 1

Mode Remove

Companion English.dat:

Name Tire Removal Tool
Description A tool for removing tires from vehicle wheel sockets. Tires are returned to your inventory intact. Does not consume the tool on use.

Tire asset usage patterns

Pattern 1: Tire-as-repair

In survival-oriented mod scenarios, tires are treated as consumable replacements for damaged vehicle tires. When a vehicle takes wheel damage (from bullet impacts, explosive damage near wheels, or rough terrain collisions), the affected wheel socket loses its tire. The player must carry a spare tire item (Mode Add) to replace the damaged tire. This pattern treats tires as a consumable resource that players must manage alongside fuel and repair tools.

Pattern 2: Tire-as-customization

In roleplay and customization-oriented mod scenarios, players swap tires to change a vehicle's handling characteristics for specific driving conditions. A vehicle might accept multiple tire types (all-terrain, off-road, slicks, snow tires), each producing different handling behavior as defined on the vehicle asset side. The player acquires a set of tire items and swaps them as needed. This pattern requires the vehicle asset to be configured for multiple tire types and is the more common use case in curated mod collections.

Pattern 3: Tire-as-detachment-tool

A specialized removal-only tire tool that allows players to salvage tires from abandoned vehicles. This is the primary use case for Mode Remove tire items. Players use the removal tool on wheel sockets of vehicles they find in the world, collecting tires for use on their own vehicles. This pattern is common in survival and vehicle-focused mod scenarios where tires are a scarce resource.

Diagnostic table

SymptomMost likely causeResolution
Tire item appears but cannot be used on any vehicleWheel socket presence is uncheckedConfirm the vehicle prefab has wheel sockets with valid tire attachment points
Tire consumed but no visual appears on the vehicleVehicle asset does not have a tire visual for this socketCheck the vehicle's wheel socket configuration in the vehicle asset
Tire removal tool does nothing when used on a vehicle wheelWheel socket does not have a tire attachedVerify the socket is occupied before attempting removal
Item does not have the expected behaviorMode field incorrectly set or missingConfirm Mode Add or Mode Remove is present in the .dat
Tire item shows as invisible when equippedPrefab not found in bundle or Useable field missingConfirm Useable Tire is set and the bundle contains the prefab
Tire item fails to spawn with @giveID conflict or missing Bypass_ID_LimitConfirm unique ID and add Bypass_ID_Limit True for IDs above 2000
Tire can be applied to a socket that already has a tireEngine limitation - Add mode does not check occupancyNo fix available; document this behavior in the Workshop description
Tire removal returns wrong tire typeVehicle asset references a different tire item IDCheck the vehicle asset's tire configuration fields
Tire disappears from inventory but does not attachNetwork lag or server-side validation failureConfirm the server has the mod loaded and the vehicle is not mod-protected
Multiple tire items of different types share the same ModeIntentional for customization scenariosNo issue - multiple Add-mode tires for different vehicle types is valid

Frequently asked questions

Can a single tire item support both Add and Remove modes?

No. The Mode field is single-valued. A tire item is either an Add-mode item (consumable attachment) or a Remove-mode item (multi-use removal tool). To provide both functions in a mod, author two separate tire items - one with Mode Add and one with Mode Remove - and distribute them through separate spawn entries.

Does the tire item affect vehicle handling directly?

No. The tire item does not contain any handling-affecting fields. All vehicle handling properties (traction, grip, acceleration modifiers, brake torque, steering response) are defined on the vehicle asset's wheel socket configuration. The tire item merely attaches or detaches a tire from the socket; the vehicle asset determines what effect that tire has on handling.

What happens if I use a Remove-mode tire on an empty socket?

The operation fails silently. No tire item is returned to the player's inventory, and the removal tool is not consumed. The player sees no visual or audio feedback. This is consistent with how all vehicle interaction tools in Unturned™ handle precondition failures.

Can I make a tire that is both a tire and a repair tool?

No. The Type field is single-valued and must be Tire for tire assets. A separate VehicleRepairToolAsset item handles vehicle repair. If your design requires a single item that both repairs vehicles and attaches tires, you need two separate items distributed together.

How many tires can a vehicle have?

The number of tire sockets per vehicle is defined by the vehicle prefab. A standard car has four wheel sockets. A motorcycle has two. A heavy truck with dual rear wheels has six or more. The tire item attaches to any valid wheel socket on any vehicle that has unused sockets.

Is the tire item consumed in multiplayer?

Yes. When a player uses an Add-mode tire item in multiplayer, the item is consumed from their inventory on the server. Other players see the tire appear on the vehicle wheel socket. The consumption is networked and synchronized across all clients.

Can a Remove-mode tire item be used by any player on any vehicle?

Yes. There is no ownership or permission check in the vanilla tire system. Any player can remove a tire from any vehicle using a Remove-mode tire item, regardless of who placed the tire. Vehicle lock and ownership systems (if a server has them) are separate from the tire interaction system.

Do tires have durability?

No. Tires do not have a durability field. An attached tire remains on the wheel socket indefinitely until it is removed with a Remove-mode tool or destroyed by vehicle damage mechanics (explosions, heavy collisions) that affect wheel sockets. The tire item itself is not a wearable or degradeable asset.

Can I spawn a vehicle with tires pre-attached?

Yes. The vehicle asset's tire configuration on each wheel socket determines the default tire state when the vehicle is spawned. A vehicle can spawn with specific tires pre-attached, with no tires, or with a mix. The tire item is only needed when a player wants to change the tire configuration from the default.

What does the tire model look like in the inventory?

The tire model shown in the inventory is the Unity prefab referenced by the tire asset's bundle. It appears as a static 3D model in the inventory inspection view. The recommended approach is to author a clean, recognizable tire model that clearly communicates the tire type (all-terrain, off-road, snow) at inventory-icon scale.

How do I verify that my tire asset's Mode field is being read correctly by the engine?

Spawn the tire item with @give <itemID> and equip it. If the item appears in the correct hand position and the interaction prompt appears when aiming at a vehicle wheel socket, the engine is reading the Mode field correctly. If the item spawns but cannot be used on any vehicle, open the .dat file and confirm that Type Tire and Useable Tire are both present and spelled correctly. The most common cause of a non-functional tire item is a missing or misspelled Useable field, which causes the engine to fall back to a generic useable script that does not have the tire interaction logic.

What is the maximum stack size for tire items?

Tire items are not stackable in the inventory. Each tire item occupies one inventory slot regardless of the quantity. This is consistent with other deployable tool items in Unturned™ and is not configurable through the .dat file.

Can tire items be used in the Unity Editor for level design?

No. Tire items are player-useable items that operate at runtime. Level designers place vehicles directly in the Unity Editor and configure their wheel socket state through the vehicle prefab. The tire item system is for runtime player interaction, not for editor-time vehicle setup.

How do I create a tire that is specifically for a single vehicle type?

Tire items are not vehicle-specific at the item level. Any tire can be applied to any wheel socket on any vehicle. To restrict tire compatibility to a specific vehicle type, implement a server-side plugin that checks the vehicle type against the tire item's GUID or ID and rejects the interaction for mismatched types.

Best practices

  • Always set Slot None on tire items - they are deployable tools, not equipment items.
  • Document in the Workshop description whether the tire is Add-mode or Remove-mode to set player expectations correctly.
  • Use a distinct Name and prefab visual for Add-mode and Remove-mode tire items so players can distinguish them in the inventory at a glance.
  • Test each tire item against multiple vehicle types before publishing, because tire socket naming and configuration varies across vehicle assets.
  • Generate a fresh GUID for every tire item. Never reuse GUIDs from other items.
  • Choose IDs in the 50000+ range to avoid collision with vanilla and established community mods.
  • Author the English.dat with clear usage instructions because tire items have no in-game tooltip beyond the item name and description.
  • Confirm the vehicle asset's wheel socket configuration supports the tire type you are authoring before spending time on the prefab.
  • Test the Remove-mode behavior by attaching a tire first, then using the removal tool - this verifies both modes in one session.
  • If publishing a tire pack (multiple tire types), include at least one Remove-mode tool in the same mod so players can swap between tire types without needing a third-party removal item.

Tire asset file-format completeness

Every tire asset .dat file follows the standard Unturned item file format. The file is a plain text file encoded in UTF-8 without BOM, using Windows line endings (CRLF). Comments are prefixed with // and can appear on their own line, though the parser ignores them silently. Each line contains a single key-value pair separated by a space. Flag fields (fields that require no value) are written as the key name alone on a line with no trailing value. The parser reads the file sequentially and overwrites any duplicate key with the last occurrence, so the last definition of any repeated key wins.

The file format does not support nesting or block structures. All fields are flat key-value pairs at the top level. Arrays are not used in tire assets because the field set contains only scalar values and a single enum field.

Parser behavior on malformed input

When the parser encounters a line it cannot interpret (a field name it does not recognize, a value of the wrong type, or a syntactically malformed line), it skips that line silently and continues to the next line. No error message is shown at load time or at runtime. This means a misspelled field name (e.g., Mode Addd instead of Mode Add) causes the tire item to load without a Mode, which in turn causes the item to appear in the inventory but do nothing when used on a vehicle. The Type and Useable fields are the most critical to spell correctly because the engine uses them to select the runtime script - a misspelled Type produces an item that loads but has no functional behavior.

Character encoding and line ending notes

  • Encoding: UTF-8 without BOM
  • Line endings: CRLF (Windows)
  • Comment syntax: // at the start of a line; inline comments after a value are not supported
  • Key-value separator: single space
  • Flag syntax: key name alone on a line with no value

Advanced considerations

Custom tire models per vehicle type

Although a single tire item can be applied to any vehicle, the visual tire that appears on the vehicle after attachment is controlled by the vehicle asset. To achieve custom tire models per vehicle type, the vehicle asset must reference the appropriate tire visual for each wheel socket. The tire item's own prefab is only the hand-held and inventory representation. If you want a specific tire type to look different on different vehicles, you must author a vehicle-specific version of the vehicle asset that references the custom tire visual in each wheel socket configuration.

Tire interaction with vehicle damage system

When a vehicle takes damage that affects its wheel sockets (explosions near wheels, mine traps, heavy collisions at speed), the tire on the affected socket is destroyed. The tire is not returned to the player's inventory - it is simply removed from the socket, and the wheel hub is left exposed. The player must apply a new tire item to restore the affected socket. This destruction behavior is controlled by the vehicle asset, not by the tire asset, and it differs across vehicle types.

Tire items and the vehicle paint interaction

The tire item's attachment behavior and the vehicle paint item's color-change behavior are independent systems. Painting a vehicle does not affect its tires, and swapping tires does not affect the vehicle's paint color. If your mod requires coordinated tire and paint behavior (e.g., a vehicle customization kit that applies a matching tire and paint in one interaction), you need a server-side plugin that chains the two interactions.

Multiplayer synchronization of tire state

Tire state (which sockets have which tires attached) is synchronized across all clients in multiplayer. When a player attaches a tire, all nearby clients see the tire appear on the wheel socket. When a player removes a tire, all nearby clients see the tire disappear. This synchronization is handled automatically by the engine and does not require additional networking code in the mod. However, players who are far away from the vehicle when the tire state changes will not see the update until they move within the vehicle's visibility range.

Appendix A: Tire asset .dat quick-reference template

Copy this template for a new tire asset:

ID <50000+>
GUID <generated-uuid-no-hyphens>
Type Tire
Useable Tire
Name <InternalTireName>
Rarity <Common|Uncommon|Rare|Epic|Legendary>
Slot None
Size_X <1>
Size_Y <1>

Mode <Add|Remove>

Companion English.dat template:

Name <Player-Facing Tire Name>
Description <Description that communicates the tire type and mode. Include usage instruction for Add mode: "Aim at an empty wheel socket to attach." or Remove mode: "Aim at a wheel socket with a tire to remove it.">

Appendix B: Tire mode comparison table

AspectMode AddMode Remove
Item consumed on use?Yes (single-use)No (multi-use tool)
Item returned on use?NoYes (the removed tire)
Target requirementEmpty wheel socketOccupied wheel socket
Typical use caseReplacing damaged tires, upgrading to a better tire typeSalvaging tires from abandoned vehicles, swapping tire types
Rarity recommendationCommon to Uncommon (consumable)Common (tool)
Stackable in inventory?No (single items)No (single items)
Effective on vehicles without wheel sockets?NoNo

Appendix C: Tire asset vs. other vehicle interaction tools

Asset typeInheritancePurposeConsumed on use?
Tire (Mode Add)VehicleRepairToolAssetAttach tire to wheel socketYes
Tire (Mode Remove)VehicleRepairToolAssetRemove tire from wheel socketNo
Vehicle Repair ToolVehicleRepairToolAssetRepair vehicle damageNo (durability-based)
Vehicle Paint ToolVehicleRepairToolAssetRecolor vehicleYes (per use)
Vehicle Lockpick ToolItemAsset (direct)Unlock vehicleNo

Appendix D: External references

Authoring checklist

Before publishing a tire mod to the Steam Workshop, confirm the following:

  • [ ] GUID is unique - generated fresh, not copied from another asset
  • [ ] ID is in the 50000+ range
  • [ ] Type Tire is set
  • [ ] Useable Tire is set
  • [ ] Mode is set to either Add or Remove
  • [ ] Slot None is set
  • [ ] Bypass_ID_Limit True is present for IDs above 2000
  • [ ] English.dat is authored with Name and Description fields
  • [ ] Master bundle contains the tire prefab
  • [ ] Prefab has the UseableTire script attached
  • [ ] Tested in single-player: item spawns, attaches to vehicle socket (Add mode), or removes tire from socket (Remove mode)
  • [ ] Workshop description documents the tire type and operational mode

Document history

VersionDateAuthorNotes
1.02026-07-2657 StudiosInitial publication. Complete tire asset .dat field reference, mode comparison, worked examples, FAQ, diagnostic table, usage patterns.

Cross-references