{{{ #!Markdown # Tutorial: Basic scene #### 1. Create a new scene and prepare the scenery - File > New Scene - GameObject > Create Other > Plane - GameObject > Create Other > Directional light Alternatively you can create a terrain or import a pre-created scenery. - Terrain > Create Terrain - Play a while with the terrain tools (height, texture...) - Leave flat areas for the roads, or you could use the _Road and Path Tool_ (available at the Asset Store) for creating the roads. #### 3. Add the control prefabs to the scene They are located at the folder _EdyVehiclePhysics/Prefabs_. Add them to the root of the hierarchy: - Main - MainCamera - SkidMarks - MapCamera (_optional_) 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. Also remove the Main Camera object that was included with the empty scene. #### 4. Add vehicles to the scene The cars from the [Live Demo][1] are available at the folder _Vehicles / Prefabs_. You have a prefab _EmptyCar_ at the folder _EdyVehiclePhysics / Prefabs_. This car is fully functional, so you can just place the proper graphics. #### 5. Configure the scripts - Add each user-controlable vehicle to the list _Main > CarInput > Cars_. - _Main > CarInput > MainCamera_ must point to the MainCamera game object. - _MainCamera > CameraControl > Mirror..._ references must point to the _Mirror..._ game objects located as children of Main. - _MainCamera > CameraControl > MapCamera_ must point to the MapCamera gameobject (if added at step 3). #### 6. PLAY! Now everything's ready and working! #### 7. Optional elements 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). 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). 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. [1]: http://www.edy.es/unity/offroader.html }}}