| 1 | {{{ #!Markdown |
| 2 | |
| 3 | # Tutorial: How to add vehicles to your own scenes |
| 4 | |
| 5 | #### 1. Import Edy's Vehicle Physics into your project |
| 6 | |
| 7 | You must perform a __selective import__, as some of the folders are not necessary. Specifically you must import __everything except the folders _World_ and _Standard Assets_ __ (assuming that you already have the Standard Assets in your project) and their content. |
| 8 | |
| 9 | #### 2. Drag the vehicle prefabs into your scene |
| 10 | |
| 11 | As easy as it sounds. The vehicle prefabs are located in the folder __Vehicles\\Prefabs__. |
| 12 | |
| 13 | #### 3. Play!! |
| 14 | |
| 15 | The vehicle already respond to basic user input: Horizontal - Vertical axis for steering and acceleration/brake, and Jump (space) as handbrake. |
| 16 | |
| 17 | You can make the vehicle stop responding to user input by disabling the property _readUserInput_ from its [CarControl](CarControl) component. You should also set its property _brakeInput_ to 1 so it keeps stopped. |
| 18 | |
| 19 | #### 3. Add extras if required |
| 20 | |
| 21 | - __Skidmarks & smoke__: Add the prefab Skidmarks located at EdyVehiclePhysics\\Prefabs to the scene. Click Play and you have skidmarks and smoke. |
| 22 | |
| 23 | - __Camera looking at the vehicle__: Add any of the camera scripts under the folder EdyVehiclePhysics\\CameraScripts to your camera. Drag the vehicle GameObject from the Hierarchy to the script's Target property. |
| 24 | |
| 25 | |
| 26 | [1]: http://www.edy.es/dev/vehicle-physics/live-demo |
| 27 | |
| 28 | }}} |