| 1 | {{{ #!Markdown |
| 2 | |
| 3 | # Tutorial: Basic scene |
| 4 | |
| 5 | #### 1. Create a new scene and prepare the scenery |
| 6 | |
| 7 | - File > New Scene |
| 8 | - GameObject > Create Other > Plane |
| 9 | - GameObject > Create Other > Directional light |
| 10 | |
| 11 | Alternatively you can create a terrain or import a pre-created scenery. |
| 12 | |
| 13 | - Terrain > Create Terrain |
| 14 | - Play a while with the terrain tools (height, texture...) |
| 15 | - Leave flat areas for the roads, or you could use the _Road and Path Tool_ (available at the Asset Store) for creating the roads. |
| 16 | |
| 17 | #### 3. Add the control prefabs to the scene |
| 18 | |
| 19 | They are located at the folder _EdyVehiclePhysics/Prefabs_. Add them to the root of the hierarchy: |
| 20 | |
| 21 | - Main |
| 22 | - MainCamera |
| 23 | - SkidMarks |
| 24 | - MapCamera (_optional_) |
| 25 | |
| 26 | Important: The position and rotation of the _Main_ must be (0,0,0). Scale must be (1,1,1). Otherwise the mirrors won't be displayed correctly. |
| 27 | |
| 28 | Also remove the Main Camera object that was included with the empty scene. |
| 29 | |
| 30 | #### 4. Add vehicles to the scene |
| 31 | |
| 32 | The cars from the [Live Demo][1] are available at the folder _Vehicles / Prefabs_. |
| 33 | |
| 34 | You have a prefab _EmptyCar_ at the folder _EdyVehiclePhysics / Prefabs_. This car is fully functional, so you can just place the proper graphics. |
| 35 | |
| 36 | #### 5. Configure the scripts |
| 37 | |
| 38 | - Add each user-controlable vehicle to the list _Main > CarInput > Cars_. |
| 39 | - _Main > CarInput > MainCamera_ must point to the MainCamera game object. |
| 40 | - _MainCamera > CameraControl > Mirror..._ references must point to the _Mirror..._ game objects located as children of Main. |
| 41 | - _MainCamera > CameraControl > MapCamera_ must point to the MapCamera gameobject (if added at step 3). |
| 42 | |
| 43 | #### 6. PLAY! |
| 44 | |
| 45 | Now everything's ready and working! |
| 46 | |
| 47 | #### 7. Optional elements |
| 48 | |
| 49 | You can add your post-processing image effects to the MainCamera object. If you place a reference to them at _CameraControl > ImageEffects_ then they will be enabled / disabled with F12 (low quality mode). |
| 50 | |
| 51 | Same with the main directional light used to project shadows. Reference it at _Main > CarInput > MainLight_ so the shadows will be disabled in the low quaility mode (F12). |
| 52 | |
| 53 | Payload: you can reference a rigidbody at _CarInput > Payload_ and it will be "lifted" when pressing E. This is an element just for fun in the [Live Demo][1], a kind of heavy box that is originally loaded at the red pickup. |
| 54 | |
| 55 | |
| 56 | [1]: http://www.edy.es/unity/offroader.html |
| 57 | |
| 58 | }}} |