# Create & Deplay Content Projects
###### tags: `processes`
## Create Project
1. Create a new Unity project
2. Install Cinemachine (2.2.9)
3. Set up Unity layers
```
8 WheelControllerIgnore
9 Player
10 NoCamCollider
11 OtherPlayer
12 PostProcessing
13 PhaseTrigger
14 ActiveMouseInteractable
```
5. Add plugins and asset from OLD project
- Copy `Standard Assets` directory //this is used for the simulator
- Copy `_CNDG Assets\Plugins` directory
- Copy `_Imported Assets\AssetBundles Browser` directory
- Copy `Scripts\_AutoBuild` directory
- Copy `CNDG_EditorAssets` from/into `Assets\Resources`
## Asset Bundles
The output of a content project is one or multiple asset bundles. Each scene is assigned to an asset bundle, and then using the UniVirtual `AutoBuild` tools we can create `AssetBundle Settings` to define the asset bundles we want to build for this project.

1. Assign each scene to an asset bundle!
2. Create `AssetBundle Settings` via `Create->CNDG->AutoBuild->AssetBundle` in `_AutoBuild` folder
3. Fill the fields. You can either set it to `Auto Build` if you want this to be part of the Jenkis auto build process. You can also build it manually from here. You can also build multiple if you select multiple.
## Build & Publish Content
This is handled by Jenkins (https://ci.univirtual.com/)

The Jenkins process:
1. Pulls from git
2. Builds the asset bundle using Unity command line
3. Inserts information about the asset bundles to the backend
4. Pushed the builds to S3 bucket
:::info
Check the info in the `BCS2010_(OSX)_-develop` and `BCS2010_(Win)_-develop` for more info.
:::