Changes between Version 6 and Version 7 of VehiclePhysicsTutorial
- Timestamp:
- 2014-09-11 10:43:04 (10 years ago)
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VehiclePhysicsTutorial
v6 v7 1 1 {{{ #!Markdown 2 2 3 # Tutorial: Basic scene3 # Tutorial: Complete scene with several user-controllable vehicles 4 4 5 5 #### 1. Create a new scene and prepare the scenery … … 17 17 #### 3. Add the control prefabs to the scene 18 18 19 They are located atthe folder _EdyVehiclePhysics/Prefabs_. Add them to the root of the hierarchy:19 They are located in the folder _EdyVehiclePhysics/Prefabs_. Add them to the root of the hierarchy: 20 20 21 21 * Main … … 30 30 #### 4. Add vehicles to the scene 31 31 32 The cars from the [Live Demo][1] are available at the folder _ Vehicles / Prefabs_.32 The cars from the [Live Demo][1] are available at the folder _EdyVehiclePhysics/Prefabs/Vehicles_. 33 33 34 You have a prefab _EmptyCar_ a t the folder _EdyVehiclePhysics / Prefabs_. This car is fully functional, so you can just place the proper graphics.34 You have a prefab _EmptyCar_ as well. This car is fully functional, so you can just place the proper graphics on it. 35 35 36 36 #### 5. Configure the scripts … … 45 45 Now everything's ready and working! 46 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 script > 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 > CarMain script > MainLight_ so the shadows will be disabled in the low quaility mode (F12). 47 #### 7. Extras 52 48 53 49 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.