---
# System prepended metadata

title: Create & Deplay Content Projects
tags: [processes]

---

# 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.
:::

