Changes between Version 2 and Version 3 of UseVehiclesTutorial
- Timestamp:
- 2014-09-11 10:38:47 (10 years ago)
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UseVehiclesTutorial
v2 v3 5 5 #### 1. Import Edy's Vehicle Physics into your project 6 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.7 A folder _EdyVehiclePhysics_ will be created for the package. Please take a quick look at the **Readme txt** file. 8 8 9 9 #### 2. Drag the vehicle prefab into your scene 10 10 11 As easy as it sounds. The vehicle prefabs are located in the folder _ Vehicles\\Prefabs_.11 As easy as it sounds. The vehicle prefabs are located in the folder _EdyVehiclePhysics\\Prefabs\\Vehicles\\_. 12 12 13 13 #### 3. Play!! … … 15 15 The vehicle already respond to basic user input: Horizontal - Vertical axis for steering and acceleration/brake, and Jump (space) as handbrake. 16 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 17 #### 3. Add extras if required 20 18 21 19 - __Skidmarks & smoke__: Add the prefab Skidmarks located at _EdyVehiclePhysics\\Prefabs_ to the scene. Click Play and you have skidmarks and smoke. 22 20 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. 24 22 25 23