ARC - Arcade Rotorcraft Controller

Arcade Rotorcraft Controller (ARC) is a simple controller asset allowing you to quickly and easily create any type of rotorcraft – for example: a drone or helicopter. The customizable arcade-y feel to the drones gives a fun, satisfying, player experience to your game.

Included is a Rotorcraft Prefab Builder editor window, which allows you to setup a new rotorcraft in seconds! Just link the required objects and fill in the details, press a button and you’ve got your new vehicle!

The values for a rotorcraft (speed, turning, drifting, etc.) are saved in a ScriptableObject, meaning you can re-use the same values for hundreds of different vehicles, and only have to tweak them in 1 place.

Also included, are examples of how to interact with the vehicle controller for player input, a simple audio component to play engine sounds (SFX not included) and a component to control a thrust effect when near the ground.

Asset Store link: ARC - Arcade Rotorcraft Controller (Drone, Helicopter, etc) | Physics | Unity Asset Store

[PC Demo][WebGL Demo][Online Docs]

v1.0.3 - 19th February 2022

  • Added touch screen input example class and demo scene

v1.0.2 - 4th October 2021

  • Minor fix with prefab builder. AudioData now gets added to the component when building the prefab

v1.0.1 - 27th September 2021

  • Minor fix with the prefab builder

v1.0 - 27th September 2021

  • First release

Does it have drone abilities such as hovering in an area, patrolling an area, targeting enemies to fire at them etc.? How does navigation and collision avoidance work?

This was answered on Discord on Monday, but I’ll answer here too incase it’s of interest to others.

I plan on adding some simple AI, but I haven’t decided on what this will be yet.

Targetting enemies and firing at them will not be in ARC, it is beyond the scope of this asset.

v1.0.3 is currently under review, this version adds an example for touch screen controls.


v1.0.3 - 19th February 2022

  • Added touch screen input example class and demo scene

I assume you mean 2022, not 2021. When reading 2021 I thought this hadn’t been updated in a long time, which may throw some potential customers off.

Question: How are the speeds calculated? I’m looking for something where I can input the exact speeds (in m/s or degrees/s) I want the vehicle to move. Is that possible with your asset?

Thanks, corrected it.

The rotorcraft is moved with AddForce and ForceMode.Accelleration.
There are properties to get the vecolicty and velocity.sqrMagnitude.

If you need exact speeds, I hate to say it, but I don’t think ARC is the correct solution for you, without any modifications.

It still says 2021 on the asset store page, though.

Thanks, that’s what I thought. I have made my own simple controller using rigidbody velocity instead of physics, but I would have preferred using physics if there was an easy way to do it.