# 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. ![](https://hackmd.io/_uploads/HJzp2yYyn.png) 1. Assign each scene to an asset bundle!![](https://hackmd.io/_uploads/S1UNy_Ca3.png) 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/) ![](https://hackmd.io/_uploads/Bkr95ytJh.png) 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. :::