[Released] Flight Kit - arkade-style flight simulator

Thanks, is there a video or doc that I can view to see the options for eg a script that you might have, I’d like to get a better understanding if your asset is suitable for a radio control flight simulator I am making. Many thanks.

Sure!
How-to: http://dustyroom.com/flight-kit-manual/
Code reference: http://dustyroom.com/flight-kit/api/
Demo 1: http://dustyroom.com/flight-kit/demo1
Demo 2: http://dustyroom.com/flight-kit/demo2

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Thanks! :slight_smile:

Thank you! I’ll try that. What a great and fast response.
*Update: It works. Thanks so much.

I can’t find the video on how to make additional levels in the online manual. Please point me to it, thanks.

Some screenshots from the latest demo:



Is there a video walkthrough for designing more levels and attaching them to other scenes?

This video explains how to set up a new scene:
https://www.youtube.com/watch?v=Kjx2teUWufg

One thing worth mentioning is that you no longer need LevelScripts prefab, it’s included in the UICanvas prefab.
The up-to-date set up is described here: http://dustyroom.com/flight-kit-manual/

Basically, anything with colliders will work as environment.

Attaching scenes to other scenes is defined in the LevelCompleteController class (by default it’s in UICanvas->LevelScripts). The default behavior is meant to be overriden in the only method of this class, HandleLevelComplete. What actions need to be performed when the player wins a level is up to you - it heavily depends on what game you are making. That’s why the default behavior is just restarting the current scene.

If you wish to change the default behavior to loading the next scene (sequence can be defined in Unity->File->Build settings), use this code in HandleLevelComplete (full modified file attached):

int nextSceneIndex = SceneManager.GetActiveScene().buildIndex + 1;
if (nextSceneIndex < SceneManager.sceneCountInBuildSettings) {
  SceneManager.LoadScene(nextSceneIndex);  
} else {  // There is no next scene, the current one is last.
  // Try to pause.
  var pause = GameObject.FindObjectOfType<PauseController>();
  if (pause != null) {
    pause.Pause();
  }
                  
  // Report error.
  Debug.LogError("FLIGHT KIT: Trying to load next scene from the last scene.");
}

Both options will be included in the next release.

2637900–185587–LevelCompleteController.cs (1.43 KB)

Hi,

In the Aeroplane Controller, you have the Max Speed set to 100. I wonder if it’s OK to change it to some smaller number like 5? Do we have to change other parameters to make smaller number work, or it’s designed to be played at 100.

Great kit!

Thanks!
Peter

Hi Peter,

The Max Speed setting is independent of everything else, so generally it can be modified without other changes. We use it to make the airplane gain speed very fast (with high engine power) but not to fly too fast on the level. As a result, the airplane takes off quickly and is stable to control.

However in this case, to make the airplane work with Max Speed to 5, you also need to modify the body’s mass. If you just set Max Speed to 5, the airplane will take off and fly, but it will be difficult to keep it from slowly descending since speed from gravity is greater than the horizontal speed. So you need to set Rigidbody’s mass to let’s say 0.2 to fly normally.

What are you trying to accomplish with this? An air balloon simulator? :slight_smile:

Thanks!

I am trying to add some moving obstacles to the scene, such as missiles. In the process, one of the problems is to adjust the maximum speed, among other parameters, to make it not too easy nor too difficult to avoid the missiles.

The other thing I am thinking is to have the airplane flying among high buildings. The problem I am seeing now is probably more COLR related, as I am not sure how to achieve the effects of your current scene setup, i.e. the colourful rocks and rings. From the COLR manual, it only colors the six faces, does it mean the building model need to be decomposed to smaller blocks and then have the blocks oriented differently?

As the kit is great, many people would build games upon it. I like to mine to be different and that’s why so many questions. Thanks!

Regarding buildings, the six faces have the primary colors that are set in inspector, but any other face is interpolated between the closest two. This means you probably don’t have to decompose the buildings, but that depends on the look you would like to achieve. Also, it’s not necessary to use COLR, you may want to use other shaders for the buildings.

[quote=“Dustyroom_1, post:1, topic: 616039, username:Dustyroom_1”]

Feaures
• Includes shaders from COLR - a set of custom shaders for full control of colors.
• Optimized for performance. Runs smoothly on mobile and WebGL.
• Flexible airplane controls with quick button switch and three presets.
• Based on Unity’s Aeroplane Controller which makes it compatible with everything included in the Standard Assets.
• Cool visual style that can be reused in any game.
• Designed to easily create new levels from included assets.

Asset Store page.
How-to: http://dustyroom.com/flight-kit-manual/
Code reference: http://dustyroom.com/flight-kit/api/
Demo 1: http://dustyroom.com/flight-kit/demo1
Demo 2: http://dustyroom.com/flight-kit/demo2
[/quote] there is a bug. When you play the game after 2-3 minute the screen goes white and full of Light . This is happening in iOS build and unity editor . I’m using 5.4 beta . Please reply asap.

We are trying to reproduce the problem you mentioned, but didn’t see the bug appear yet. Can you please write us on info@dustyroom.com and we’ll try to figure it out together? As soon as we can reproduce this, we can probably fix it.

Hi , I’m very interested in purchasing this package I was just wondering if there is any benefit to purchasing COLR as well or is everything included?

thanks

There is a benefit only if you need the demo scenes from COLR. Flight Kit includes all shaders and scripts, but the demo scenes are not included.

We found and fixed it. The update has been issued. It will appear in the store in 5-10 business days. If you need the update earlier, please drop us an email (info[at]dustyroom.com) with your invoice #.

Thanks for faster update. Sending you my invoice .:slight_smile:

Hi,

I recently purchased this, very nice, thank you.

How would you go about adding touch controls without having to use all the UI and Mobil canvas prefabs?

Basically, I need to just add this to a project that already exits.

I’ve added the mobile prefab as per the documentation. It works when I run it in the editor but when I build for iOS it doesn’t work.

Thanks!

Hi,

Did you also import Unity’s standard CrossPlatform Input?
FlightKit uses Unity’s CrossPlatformInput to handle the airplane controls. If you would like to change/extend the standalone or mobile control schemes you need to feed the input to the following virtual axes (instead of the regular ‘Horizontal’ and ‘Vertical’):

  • ‘Yaw’ – rotation around the vertical axis.
  • ‘Roll’ – rotation around the front-to-back axis.
  • ‘Pitch’ – rotation around the side-to-side axis.