Changes between Version 3 and Version 4 of VehiclePhysicsTutorial


Ignore:
Timestamp:
2013-01-21 12:39:23 (11 years ago)
Author:
edy
Comment:

--

Legend:

Unmodified
Added
Removed
Modified
  • VehiclePhysicsTutorial

    v3 v4  
    55#### 1. Create a new scene and prepare the scenery 
    66 
    7 - File > New Scene 
    8 - GameObject > Create Other > Plane 
    9 - GameObject > Create Other > Directional light 
     7 * File > New Scene 
     8 * GameObject > Create Other > Plane 
     9 * GameObject > Create Other > Directional light 
    1010 
    1111Alternatively you can create a terrain or import a pre-created scenery. 
    1212 
    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. 
     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. 
    1616 
    1717#### 3. Add the control prefabs to the scene 
     
    1919They are located at the folder _EdyVehiclePhysics/Prefabs_. Add them to the root of the hierarchy: 
    2020 
    21 - Main  
    22 - MainCamera 
    23 - SkidMarks 
    24 - MapCamera (_optional_) 
     21 * Main 
     22 * MainCamera 
     23 * SkidMarks 
     24 * MapCamera (_optional_) 
    2525 
    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. 
     26Important: The position and rotation of _Main_ and _SkidMarks_ must be (0,0,0). Scale must be (1,1,1). Otherwise the mirrors and the skidmarks won't be displayed correctly. 
    2727 
    2828Also remove the Main Camera object that was included with the empty scene. 
     
    3636#### 5. Configure the scripts 
    3737 
    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). 
     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! 
    4444 
    45 Now everything's ready and working!  
     45Now everything's ready and working! 
    4646 
    4747#### 7. Optional elements 
     
    5151Same 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 _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.  
    54  
     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. 
    5554 
    5655[1]: http://www.edy.es/dev/vehicle-physics/live-demo