Changes between Version 1 and Version 2 of VehiclePhysicsTutorial


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Timestamp:
2011-12-05 10:39:08 (13 years ago)
Author:
edy
Comment:

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  • VehiclePhysicsTutorial

    v1 v2  
    3636#### 5. Configure the scripts 
    3737 
    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). 
     38- Add each user-controlable vehicle to the list _Main > CarMain script > Cars_. 
     39- _Main > CarMain script > MainCamera_ must point to the MainCamera game object. 
     40- _MainCamera > CameraControl script > Mirror..._ references must point to the _Mirror..._ game objects located as children of Main. 
     41- _MainCamera > CameraControl script > MapCamera_ must point to the MapCamera gameobject (if added at step 3). 
    4242 
    4343#### 6. PLAY! 
     
    4747#### 7. Optional elements 
    4848 
    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). 
     49You can add your post-processing image effects to the MainCamera object. If you place a reference to them at _CameraControl script > ImageEffects_ then they will be enabled / disabled with F12 (low quality mode). 
    5050 
    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). 
     51Same with the main directional light used to project shadows. Reference it at _Main > CarMain script > MainLight_ so the shadows will be disabled in the low quaility mode (F12). 
    5252 
    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.  
     53Payload: you can reference a rigidbody at _CarMain script > 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.  
    5454 
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