{{{ #!Markdown # Tutorial: How to add vehicles to your own scenes #### 1. Import Edy's Vehicle Physics into your project 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. #### 2. Drag the vehicle prefabs into your scene As easy as it sounds. The vehicle prefabs are located in the folder __Vehicles\\Prefabs__. #### 3. Play!! The vehicle already respond to basic user input: Horizontal - Vertical axis for steering and acceleration/brake, and Jump (space) as handbrake. 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. #### 3. Add extras if required - __Skidmarks & smoke__: Add the prefab Skidmarks located at EdyVehiclePhysics\\Prefabs to the scene. Click Play and you have skidmarks and smoke. - __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. [1]: http://www.edy.es/dev/vehicle-physics/live-demo }}}