> For the complete documentation index, see [llms.txt](https://foreign-gnomes.gitbook.io/everhood2-modding/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://foreign-gnomes.gitbook.io/everhood2-modding/getting-started/create-a-world.md).

# Create a world

### Setup our first topdown scene

{% stepper %}
{% step %}

### Save as a TopdownTemplate scene

In the project window go to Modding → \_InfinityModding → ModdingRoot and double click on Modding\_TopdownTemplate.

<div align="left"><figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeA54MHKwyHCZjdyh6_euMIjKYtl0WEYZjmpivg9sZ8kd_u3k3EaIOJ-fIqHmDF1AHZ4OrLPJzsGUKWXUcrdhcWXx2oUsOIlkNIpr4d5PYUBzWKrAtzhjCezDj6lm4erLGdBxe7d4ngIwVo7RmqCqBEHulE?key=61ngb3Zr3nMrCbN86awpJg" alt=""><figcaption></figcaption></figure></div>

Then go to FILE -> and click Save As, set the name you want, and make sure to save it INSIDE the “Mod 1” folder we just created.

{% hint style="danger" %}
The “Mod 1” folder must contain all assets of your mod. So save the scene there.

The name of this file must be “Entry” to consider it as the first scene in the mod.
{% endhint %}

<div align="left"><figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeBj2nH7ldCwjp7gLI4pOgzazUXJucAdwNOBImy1HHzBnBXExwcBjvWWvb2Vk3DKS7eWrrLARmzIA1gKcJijXEQWdWG1ono6n3Ti-87ArzHzIiueZ2vOA7SKP3uTItF978s3pOQIHTDDNvGq8_pkdAmsHE?key=61ngb3Zr3nMrCbN86awpJg" alt=""><figcaption></figcaption></figure></div>

It should look like this:

<div align="left"><figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd-p0qo9_BS2DI7iEdW780fjqTpkM6OedveLL8L1uMU66NURtKL4ECUiB2Lge4lpKjIyeOSlvWj0JIGwOCISxFnKtJdvc2rCbBk7xet9UTh7cKlN3EeRXt-rkh6xF1IZTEqvSruGVTKI-R9BdtMsFIL_WMC?key=61ngb3Zr3nMrCbN86awpJg" alt=""><figcaption></figcaption></figure></div>
{% endstep %}

{% step %}

### Create an Entry Data

As it is the first scene in mod, we need to create an CG\_EntryRoot component to setup some necessary datas.

For that, create a new Gameobject named “Entry Data” and add the component CG\_EntryRoot.

<div align="left"><figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXchCHXJjxNRwxr8fC1DPjS9oGiUX63e6L2hbWGXUTgWbBt-oHgYSKg97meu2rpEmIHAgx5d2bGZAbI-HW4iE1NIzIIv2WXVM4wmZiqxbTWi9r4PaZRS-vhDDo2urKPgvUEcQfiYDrhQPMGoVwgMvyIC-iM?key=61ngb3Zr3nMrCbN86awpJg" alt=""><figcaption></figcaption></figure></div>

In this component, you will see various fields:

**Player Initial Spawn Point**

This is the initial spawn position of the player, you will need to add a transform that setup the initial pos.

<div align="left"><figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXc3oSDXEYGlsB2cwe2M4Jy2QCH_XjtNXbMz-AQw_0cXkfzhPG1YPOTHqf-ScvuMxOXMxjOiHmurYT_mPS6F7CPiJwx96dR2QscWKyiUQR2vNH_ukVh8PfmMCkRkHdtP1wK9mV9KRDgD0L8qMLvKEylxSaes?key=61ngb3Zr3nMrCbN86awpJg" alt=""><figcaption></figcaption></figure></div>

**Player Initial Spawn Direction**

The direction player is facing when spawning for the first time.

**Player Initial Movement State**

The movement state of player when entering for the first time

**Player Hp**

The player hp in battles.
{% endstep %}

{% step %}

### Add a Camera Boundarie Component

For that create a new empty Gameobject, we can call it “Cam”. \
Add to that object a component called CW\_CameraBoundaries. \
You can now adjust in editor view the boundaries of the topdown camera. \
If no boundaries are set, then camera will not work.

<div align="left"><figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeEsbH1aeN8Cedpu7GdTx1ZIcpcqJJpkftx4DZPWKyxmLC1vwn018xLGfhqzD_fPLK08--5YC2Tk509YsSHMy3e6HN6bL9phmWoYJVbjf6qHQAtGXIbNDEnUZnunoizy6iiQZm5dKk05C9YGlGD5I86aDY?key=61ngb3Zr3nMrCbN86awpJg" alt=""><figcaption></figcaption></figure></div>
{% endstep %}
{% endstepper %}

### Setup a Character that you can interact with

{% hint style="info" %}
More information needed
{% endhint %}

<div align="left"><figure><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXec-xoXnGmltPTKg5h3QY4WYmv0KAagVKhgqEQHG6tDNuRFT42zAqhgjqzqld7EV5R0LhrXERJj9V8VJ5DlEZ2zcVk4ItQjni5_-uaGBwCYVaLyiS6_8NNae9whawfXivoSqwZkedY1WJVBrem4vsZGyVrx?key=61ngb3Zr3nMrCbN86awpJg" alt=""><figcaption></figcaption></figure></div>

As you can see, the entry scene contains various examples, feel free to check them one by one. In our case, let's disable them and create from scratch a character that you will be able to interact with.

![](https://lh7-rt.googleusercontent.com/docsz/AD_4nXcrDQUIgtwo9jlcyRIqYTmC_H53SZfi0s4NYSmAuRGN9-nfWrly8dVAUVmv3mVQbc0Xz3jqdaMTqOWNXQnLVVBaddP9srdNpFWwu0aW9LFiqgpWUMkI7w9Oeo5Qf5KSWGB2vPSMrEldTyKZ03z_kpaHiqS3?key=61ngb3Zr3nMrCbN86awpJg)<br>
