3D Radar UI : Beta-2d July-22-2016

Current Beta-2e July-27-2016 (New C#)
Updating May Require Script Resets
Unity Version 5.4.0f2
About The Beta:
The Beta version is a complete rewrite of the previous JS version using C# with a focus on using Unity’s new UI.

What does Beta mean?
Beta means that the Core features of the radar are complete and functional but is still going through development and changes are to still be expected.

Current version release notes
**Update ForceX 3D Radar UI Beta-2,a,b,c,d,**e Unity 5.4.0f2

New Features:
1. Added Key Input bindings for Radar Zoom In, Radar Zoom Out, Radar Zoom Normal to the FX_Input_Mgr
2. Added Texture Overrides for the Radar depending on Zoom/Boost level to the FX_3DRadar_Mgr.
Texture fields are located FX_3DRadar_Mgr–> Radar Display Setup → Radar Zoom (Texture Override)
3. (Beta 2a) Added the ability to assign UI Text elements for information display regarding Radar range and the selected Target info. Assignable fields can be found FX_3DRadar_Mgr → HUD Display Settings → HUD Info Display (UI Text)
4. (Beta 2b) Added UI Text element for Sub Component Targeting.

Changes:
1. Activating the inspector for FX_3DRadar_Mgr, FX_3DRadar_RID, FX_Class_Mgr, FX_Faction_Mgr will initiate an Undo event. This will allow the scene to be saved if changes to a scene were done on one of the inspectors and not the scene objects them self.
2. Faction & Class selections is now done via Drop Down list instead of a slider.
3. Root folder name change
4. (Beta 2c) Made changes to the Setup document
5. (Beta 2c) The _GameMgr will now automatically set its correct position, rotation, & scale on edit and Start()

Fixes:
1. (Beta 2b) Fixed Sub Component Tag name check when selecting sub components with the keyboard.
2. (Beta 2d) Removed missing scripts from Target Objects in the Radar demo scene.
3. (Beta 2e) Fixes for Unity 5.4 RectTransform changes.

To Do:
1. Create full fledged documents. Currently there are only quick setup text files.

About The Radar
The 3D Radar unity package will allow you to incorporate a robust screen space 3D Radar, Targeting, & Faction Management systems into your project.

3D Radar Features
1. Built around Unitys new UI system
2. Targeting features commonly found in space sims & sub component targeting.
3. Use NAV points to show your next location.
4. Unique object identifier Icons. Each object that can be detected by the radar system can have its own unique ID. Why settle for dots when you can give it your own unique look.
5. Have different sound effects for different events, such as, Hostile in range, cycle target, clear target.
6. Blind radar can allow certain objects to block radar LOS preventing a contact from being detected.
7. Pulse radar will cause the radar update in fixed time intervals.
8. Pulse animation can be used & linked with the Pulse radar feature to animate the radar.
9. Easily disable a objects radar ID to make it undetectable by radar. aka Stealth / Cloaked states.
10. Target Lead Indicator displays a firing point that will lead the target. Requires a projectile velocity.
11. Built in method for rendering the radar to a texture to be placed inside of a cockpit.
12. Display an objects bounding size with Bounds Corner Indicators
13. Switch between 3D and 2D top down radar views.
14. 3D radar view supports two viewing styles Orthographic & Perspective for distinctive looks.
15. Easily customize the key assignments & input modifiers (+shift, +Ctrl, +alt) with the FX_Input_Mgr script.
16. Store up to four targets & quickly recall them with the press of a button when needed.
17. Local Radar will automatically build a list of Hostiles for each target based on faction relations.
18. Radar Pointer can point to any assigned object in world and will show the direction in the radar.

Faction Manager Features
1. Ability to create up to 32 factions / races.
2. Set relationship values for each race. Make them Hate or Love one another.
3. Relationship values determine if a faction will be hostile or friendly towards the player or towards other factions.
4. Assign the player their own relationship values for each faction independent of the faction they are associated with.

3D Radar Key Mapping
E : Closest Hostile
R : Next Hostile
F : Previous Hostile
T : Next target
Y : Previous target
U : Closest target
C : Clear target

M : Next SubComponent Target
N : Previous SubComponent Target
B : Clear SubComponent Target

K : NAV Scroll List
L : Target Scroll List
H : Filter Hostile Contacts

See the Web DEMO

See what others are doing with the 3D Radar

NeonXSZ by V4nKw15h

DEMO by PhilippeDu60

Updating From Previous Versions

  • Updating to Beta 2 from previous versions may require script resets or errors will occur.
  • If updating it may be required that the Radar & HUD Target Selection Indicator be reassigned in the FX_3DRadar_Mgr.

506832–193766–FX_3DRadar_UI_Beta_2e.unitypackage (950 KB)

5 Likes

thats awesome

I was just trying to make a 3d radar about a week ago. And now you post a much better thing then what I had and your not done with it yet… I hate you jk lol. No it does look good so far and I’ pretty sure quite a few people will be interested in it.

quite a few indeed… i’m jealous too, but mainly because he has a geforce 480

Updated 3D Radar. Now includes textures to represent the game objects. You can see the updated Radar Webplayer in the first post.

Joystick needed to move around.

Updated the webplayer to include some assets that i’ve been working on. The big thing in the distance is just something i threw together just to have something large.

Joystick needed to fly around.

I am curious if your speed is to fast. On my system it seams like my joystick throttle only registers from 0 → 0.1. Instead of 0 → 1. So if your joystick registers all the way to 1 then you may go really fast. Duno what the problem is there.

ForceX, this is incredible, i used my 360 controller to fly around, it is way more cohesive than the last webplayer.

@ScienceFictionado : Thanks. Thats cool that you could use your 360 controller. I’ve still got to get my IFF Targeting system re-implemented and get the targeting selection box to highlight the current target. This is done i just have not brought it in and incorporated it into this new radar. I also have other style of radar that will display angle vector as well as the current display method. I’m thinking of having a Navi Radar that will display all radar targets then a combat radar that will only show your currently selected target and or enemy’s. So I’ve got some more ideas of what to add and am working on how best to incorporate them.

will you be releasing the code for your radar?

Dude, looks great, but my question is: How did you get the triggers on the 360 controller to give analogue signals? I’ve only managed to get unity doing digital…

Once i get it to a point i feel like it’s ready i may release it. Any updates i’ll post here in this forum.

i’m not sure that forcex has a 360 controller… ForceX the xbox 360 triggers control throttle, so the answer to fishman’s question is in how you set up the throttle control.

In the build you used your 360 controller the throttle was set to the joystick axis 6. Thats the axis for my Saitek X52 Pro… To see if there was a problem with my throttle slider i switched to my logitech joystick who’s throttle slider is joystick axis 3. Which is what is plugged in right now. I think this should make things more universal for the time being until i make a custom input manager.

Here is what i know about joystick axis so far.

Saitek X52 Pro:
Up / Down - Y
Left / Right - X
Stick Twist - 6th axis
Throttle Slider - 3rd axis

Logitech 3D Pro:
Up / Down - Y
Left / Right - X
Stick Twist - 3th axis
Throttle Slider - 4th axis

Microsoft Side Winder 3D
Up / Down - Y
Left / Right - X
Stick Twist - 3th axis
Throttle Slider - don’t remember

So depending on the joystick i’m testing out, will change how any joystick / controller will operate.

New build. You can now select targets with:

T : Next target
R : Previous target
E : Closest target

Next i’m going to work on a target directional indicator.

I’ve been attempting to create a target directional indicator and the easiest way of doing this was to use a linerenderer. Check it out and let me know what you think.

If there are some good methods of using a Texture to point to the target only on the screen space x,y regardless of if it’s in front or behind i would love to hear about it.

New build.

Simple HUD information.

  1. Throttle position
  2. Current speed
  3. Target Distance

New build.

  1. Target ID Tag now displays above the HUD target reticule
  2. Radar ID Icons and HUD target reticule now change color through script based on the targets current IFF status.

Neutral - grey
Friendly - blue
Enemy - red
Player Owned - green

  1. Added new HUD speed indicator.

One of these days i’ll get around to creating an AI and get some shooting involved.

awesome man…

New Build

  1. More HUD stuff.

This will probably be the last posted update for a while as this is no longer just about a 3D radar system, we are now into a full on space sim. All the components are there to wage war, now i need to focus on creating an AI and projectile colliders to register hits. In the mean time please try out the latest WebPlayer and give me your feedback.

As always comments, suggestions, ideas welcome.

Ok AI development is going better than expected. Here is a demo of the current AI. While you cannot kill him atm, Just try to keep up. The AI does not like it when you are on it’s six. Try it HERE or in the link up top.