{{{ #!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 _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. 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 > CarMain script > Cars_. * _Main > CarMain script > MainCamera_ must point to the MainCamera game object. * _MainCamera > CameraControl script > Mirror..._ references must point to the _Mirror..._ game objects located as children of Main. * _MainCamera > CameraControl script > 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 script > 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 > CarMain script > MainLight_ so the shadows will be disabled in the low quaility mode (F12). 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. [1]: http://www.edy.es/dev/vehicle-physics/live-demo }}}