Changes between Initial Version and Version 1 of UseVehiclesTutorial


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Timestamp:
2012-03-09 17:08:27 (13 years ago)
Author:
edy
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  • UseVehiclesTutorial

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     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 
     7You 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 
     11As easy as it sounds. The vehicle prefabs are located in the folder __Vehicles\\Prefabs__. 
     12 
     13#### 3. Play!! 
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     15The vehicle already respond to basic user input: Horizontal - Vertical axis for steering and acceleration/brake, and Jump (space) as handbrake. 
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     17You 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 
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     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. 
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     25 
     26[1]: http://www.edy.es/dev/vehicle-physics/live-demo 
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     28}}}