Changes between Version 2 and Version 3 of UseVehiclesTutorial


Ignore:
Timestamp:
2014-09-11 10:38:47 (10 years ago)
Author:
edy
Comment:

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  • UseVehiclesTutorial

    v2 v3  
    55#### 1. Import Edy's Vehicle Physics into your project 
    66 
    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. 
     7A folder _EdyVehiclePhysics_ will be created for the package. Please take a quick look at the **Readme txt** file. 
    88 
    99#### 2. Drag the vehicle prefab into your scene 
    1010 
    11 As easy as it sounds. The vehicle prefabs are located in the folder _Vehicles\\Prefabs_. 
     11As easy as it sounds. The vehicle prefabs are located in the folder _EdyVehiclePhysics\\Prefabs\\Vehicles\\_. 
    1212 
    1313#### 3. Play!! 
     
    1515The vehicle already respond to basic user input: Horizontal - Vertical axis for steering and acceleration/brake, and Jump (space) as handbrake. 
    1616 
    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  
    1917#### 3. Add extras if required 
    2018 
    2119- __Skidmarks & smoke__: Add the prefab Skidmarks located at _EdyVehiclePhysics\\Prefabs_ to the scene. Click Play and you have skidmarks and smoke. 
    2220 
    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. 
     21- __Camera looking at the vehicle__: Add any of the camera scripts under the folder _EdyVehiclePhysics\\Scripts\\Camera_ to your camera. Drag the vehicle GameObject from the Hierarchy to the script's Target property. 
    2422 
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