[Released] Retro Space Rail Shooter template

Whoops, just realized most of the feature-demo scenes are broken. I will fix this in the next update.

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by the way the shader seems fine, It was just on the video that it looked a bit odd

About te input system, where do I assign the buttons for the shooting and missiles?
Is it in a script or in a prefab?

I’ve released an update with support for changing the player’s heading. This is now demonstrated in ExampleLevel2. Fly through one of the rings to change heading. I also fixed the additive billboard shader that didn’t render correctly on some platforms, fixed the broken demo scenes, and expanded the documentation.

See the PlayerInputHandler script on Ray Dagger. The button names correspond to Unity’s Input manager.

Ok thanks I got input working how I want.
Now I know there is no barrel rol, but could you make two controller input that rotate the plane when pressed
( like L and R button on a controller )

L would roll the plane left and R the plane right, I think this would help very much the level design so the plane can go though small vertical spaces.

I’m trying to run my game at 60 fps and I see some stuttering in the camera and player, It makes me wonder if all settings are correct for 60 fps what would I need to look at?

I come across this article while researching

and also this one
https://www.reddit.com/r/oculus/comments/2odahu/unity_developers_change_your_fixed_timestep_to/

EDIT:
I put the fixed tilmestep at
0.00833333 which is 120fps and the game runs like butter at 60 FPS on my iPhone 7 plus.

Shader question, where is the checker size determent?
I’m not using the pixel camera script because it does not work with the post effects that I’m using, Colorful FX | Fullscreen & Camera Effects | Unity Asset Store

It has its own pixel camera filter that work together with post effect, but now the checkered shader is not scaling well, and it looks off.

Is there a way to make this camera pixel script work with post fx?

Do you know ReZ and Panzer dragoon?

Where you can hold the fire button and it selects multiple enemies, and after you let go of the button it fires a tracer missile to each one of thenselected targets.

That would be one request I would love to see in this template. thanks !

In Star Fox 64, and some of the later entries, they have the ability to go into “All Range Mode.” Is something like this already integrated in this package?

The reason I ask is because I’m trying to create my own version of the “All Range Mode” behavior, but am getting a bit stuck.

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I will probably add that in the future.

On the PlayerSpacecraftMat and EnemySpacecraftMat materials.

It works fine with the Unity Post-Processing Stack, which is the officially supported method for this template. I do not have plans to support other post-processing packages at this time.

I am not planning to add an “All Range Mode”, because I do not want to make the template too similar to Star Fox. However, using version 1.2.0 or later, you could create a similar free-roam mode by writing a new input handler that would steer the “Player Container” object (rather than steering the player around within the player container).

Here you see what I mean with the tracer missiles while keeping button pressed, hope this is something you can add

about the post processing stack, do you recommend version 1 or version 2?

By the way I got my post fx working, the pixel camera had to be at the last place in the camera then it works.

Thanks for pointing me in the right direction. I’m not currently using your asset, due to budget constraints, but I have managed to get my own version up and running and working with both on rails and free range now.

The end rotation animation looks a little janky in Free Range mode right now, but I should be able to fiddle with it a little bit.

Thanks for the suggestion! For now I think this is outside the scope of the template.

The version that is currently on the Asset Store, although you will need to fix the compiler error in one class of their code; this is described in the “Known Issues” section above, and in the documentation.

With my template, you get a large amount of reusable code, along with 3D models, textures, sound effects, music, and more. This could save you dozens or even hundreds of hours of development time, so I feel that it is a very good value. But if you don’t have the funds, then I suppose that doesn’t matter. Either way, good luck with your game!

Any chance of chucking up a playable demo?

I don’t have a website to host a demo at the moment. My schedule is hectic right now but I may put a demo onto Google Play in the next few weeks. Sorry for not being able to get to it more quickly!

I have published a demo to Google Play: https://play.google.com/store/apps/details?id=onemanescapeplan.spacerailshooter

The demo contains mobile controls which aren’t included in the template, and a slightly different HUD layout. I implemented the mobile controls using Unity’s Standard Assets package; I am reluctant to add them to the template, because this creates another dependency, and dealing with the Post-Processing Stack has been enough of a headache (I think nearly every person who has purchased the template has messaged or emailed me with questions about installing or using the Post-Processing Stack).

I may eventually add my own custom virtual joystick to the template, but for now I recommend using Standard Assets or other virtual input packages from the Asset Store if you want a quick-and-easy way to add mobile controls.

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I think the reason for postprocessing questions is: there are different versions.

most people use version 2. since it the latest compatible with new unity versions.
and its only available with package manager. verson 1 is only available on the asset store. ( and its the one used in this package )

This looks great ! Right now, I am busy with work and have a project on Unity(while relearning, as I didnt use the engine since more than 3 years now…)
But once I am finish, I will dive deeply in this assets, as I have a certain amount of ideas for this gameplay type for a while…

I thought version 2 was only available on GitHub; that’s what it says in the Asset Store description for version 1. I’ll have to look into that later.