Font Titan: Color: FFB301 Outline: 4F2C10FF // To create a new world Step 1: Add new scene (NOTE: Make sure the scene name is correct! For reference look at the unity version) Step 2: Change folder names if necessary to match the unity version. Also use the existing scenes in PlayCanvas as a reference When you're Step 3: Copy the prefabs from a different scene and update them if uncessary. Step 4: Setup the ground. Use the transform from Unity. Step 4: Setup the static enviroment. Make sure that the position is similar as the Unity. Position => x, y, -z. (So if z = -71 in Unity set it to z = 71) Step 5: The orientation is difficult, because it's not the same. Here are some simple rules which you could use. - If x is 0 or 270 en z is 0 => x = 0; y = 180 - y; z = 0 - If x, y, z is not zero, it's very complicated. Check the script rotate.js for reference. If that doesn't help, rotate it manual. Step 6: Add the skybox by using the script SkyboxLoader.js Step 7: Add the levels. Use the prefabs. Remove the PathEditor.cs, so you can see the positions of each path point. Also for the PathPoint: x, y, -z. [For: Pipes, ] - Rule 1: If the orientation is set to zero in Unity and PlayCanvas and the orientation is way off, use these rules rotation: x = x - 270; y = 180 - y; z = 0 (PARENT, set scale to 1) x = 0; y = -z; z = 0 (CHILD, set scale to Unity values) [For: Fans, Goal Rings] - Rule 2: Else use this rule rotation: x = x; y = 180 - y; z = 0 x = 0; y = 0; z = -z - Rule 3: Chinese_lamp rotation: x = x; y = -y; z = 0 - Rule 4: speedzonering_china [Not working] rotation: x = x - 270; y = -y; z = z - 180 - Rule 5: Goal ring rotation: x = x; y = 180 - y; z = 0 x = 0; y = 0; z = -z - Rule 6: Power slide rotation: x = x - 90; y = 180 - y; z = 0 x = 0; y = z; z = 0 - Rule 7: Loop rotation: x = x - 270; y = 90 - y; z = 0// y = 180 - y x = 0; y = 180 - z; z = 0 - Rule 7.1: Reverser rotation: x = x - 270; y = 180 - y; z = 0 x = 0; y = -z; z = 0 - Rule 8: Bomb rotation: x = -x; y = 180 - y; z = 0 x = 0; y = 0; z = z - Rule 9: Level rotation: x = 180; y = y - 180; z = -180 - Rule 10: Attractor rotation: x = -x; y = -y; z = 0 x = 0; y = 0; z = z; - Rule 6.5: Spiral rotation: x = x - 270; y = 180 - y; z = 0 x = 0; y = -z; z = 0 - Rule 7: Level rotation: x = 180; y = y - 180; z = -180 - Rule 11: Ring rotation: x = 270 - x; y = -y; z = 0 x = 0; y = -z; z = 0