Assets\SCSM\SciFiShipController\Scripts\Control\PlayerInputModule.cs(4401,119): error CS1061: ‘CustomPlayerInput’ does not contain a definition for ‘xrPositiveInputActionMapId’ and no accessible extension method ‘xrPositiveInputActionMapId’ accepting a first argument of type ‘CustomPlayerInput’ could be found
If you see this in SSC 1.2.8, we have a patch - You need 1.2.9 Beta 2a or newer.
Don’t forget, if you already own Sci-Fi Ship Controller, you can purchase our other assets like Sticky 3D Controller and Landscape Builder at a discounted price.
This version is now available on the Asset Store and is ready to be downloaded. It includes the following changes since 1.2.8.
[NEW] ShipDisplayModule - HUD attitude overlay with pitch ladder
[FIXED] ‘CustomPlayerInput’ does not contain a definition for ‘xrPositiveInputActionMapId’
[FIXED] ShipDisplayModule - Heading scrolls in the wrong direction
[FIXED] ShipDisplayModule - selecting a HUD prefab asset can create orphaned panels in the scene
[IMPROVED] Moving Platforms include optional arrival and departure events
[IMPROVED] Path editing - Option to Modify position Y-axis on selected Locations
[IMPROVED] Path editing - context menu to snap Locations to mesh below
In 2020 we built Tech Demo 2 for our Sci-Fi Ship Controller asset using Landscape Builder. This was a 64 km x 64 km landscape with a citadel roughly in the middle. As a mini-game, you pilot a space ship flying within the atmosphere of the planet in which you attack the citadel with a squadron of fighters in order to prevent a capital ship from escaping.
In 2021, we switched to a space port, and built an interactive mini-game which integrated with Sticky3D Controller (our new character controller asset). If you only own Sci-Fi Ship Controller, you experience a fly-through of the space shuttle and space port, before joining a space battle in a small space craft fighter. We aim to release this mini-game ([Tech Demo 3]( [Released] Sci-Fi Ship Controller - A versatile physics-based controller with playable demos, AI... page-9#post-7487552)) as part of Sci-Fi Ship Controller version 1.3.0.
In 2022, we’d like to build an interactive experience that includes Landscape Builder, Sci-Fi Ship Controller, and Sticky3D Controller. We’re thinking this could be based on Mars using real-world data.
It’s pretty ambitious but it could include:
Real world Martian landscape (maybe scaled down for better game play)
Terra-formed areas under domes
A space ship docking port
Turret defenses (some pesky AI space craft are sure to attack…)
Walking on the planet and use of jet packs (Sticky3D would be useful here)
Support for VR (SSC and S3D v1.0.6+ support VR)
What do you think? We’re happy to consider any suggestions. Post your comments here or on our Discord channel.
That all sounds great! Would you be open to providing both arcade and physics-mode SSCs in ships for comparison between their handling and behavior? Since I’m day-dreaming, show how they work both on planet (thin atmosphere, low-G) and in space (vacuum, zero-G)?
Our objective is to deliver a game-like experience which demonstrates how various systems in our assets work together to create immersive game-play. We still aim to bring you Tech Demo 3 before the end of this year.
So what are we working on?
Balancing the use of real-time point lights (in a demo we can’t use baked lighting as it doesn’t work across multiple Unity Editor versions). This a unique challenge for asset publishers and won’t directly affect you guys.
Sticky3D Controller (aka S3D) interactive enhancements. Although not part of Sci-Fi Ship Controller, S3D is designed to work seamlessly with SSC.
Sticky3D Controller VR readiness (sorry, but this has slowed down the work on Tech Demo 3 due to resource contention).
Ship Display Module (HUD) feature enhancements - these improve the space combat experience to help with orientation in the blackness of space
Ship AI setup, configuration, and management for the space combat section of Tech Demo 3.
Combat in the relative blackness of space around a space port is MUCH different that on a clear fine day near a planet’s surface (like you saw in Tech Demo 2). We’re currently working on a new command-led technique for this battle scene - but more on that later.
The (demo) celestials component will be able to create and render planets in the sky. This allows you to show planets as well as stars in the background. You can provide a separate material for each planet.
This helps to provide the illusion that the player is in space.
Celestials work with build-in and URP render pipelines.
We have looked at this, however, it would be very difficult to support given the state of incompatibility between Build-in, URP, and HDRP (and Unity break so much SRP stuff with almost every release).
We “could” use a particle system although a shader solution would be better. You may also want to load a new scene after or during the warp.
We do have Teleport API methods built in for those people who also wish to move ships (and/or projectiles, effects, locations, paths etc) during a warp.
We also have many APIs that can enable and disable SSC features that could be called during a warp feature - including AI and user input.
I was thinking within the same solar system for instance there could be jump points that one can lock unto and travel at great speed towards.
In the tech demo coming up have you got in system travel or just planetary landing? curious as i do wish for a planetary landing scenario i can reference.
Also is there any chance you could write up a document detailing thevarious aspects of the tech demo or a youtube series showing how it was made please?
In Tech Demo 2 (included with SSC 1.2.0+) we had various (un)docking procedures which is a great way for AI to land and take off (Demos\TechDemo\Scenes).
There is also a docking demo scene included (Demos\Scenes\Docking Demo) and a video tutorial (go to any ShipControlModule and click “Tutorials”).
There is a [series in this forum]( https://discussions.unity.com/t/724196 page-9#post-7685665) that helps explain some of what we’re doing in TechDemo3.
I had thought about a video series but it would be many hours long and take lots of prep work (prob not very good value for money).
We currently don’t have anything that demonstrates inter-solar system travel (sorry, mainly due to the current Unity SRP mess).
However, more than happy to do specific forum posts on any aspect of Tech Demo 2 or 3. BTW Tech Demo 3 is in the final stages of pre-release testing (still hoping to get it out before EY).
So, what’s taking so long?! You might have guessed by now that we’re not focusing on artwork or modelling. We assume, to create great games, you already either have access to good artwork OR your team is making it yourself.
Instead, we’re making sure you have access to the very best APIs and systems. Our Tech Demos are an excuse to put our own products into practice.
Tech Demo 3 is not meant to be a AAA game, rather it shows HOW our assets and systems can be used together to create great content of your own.
Our aim to help you create immersive game play for that next great space-sim.
If Sticky3D Controller is not installed, always use the Walk Thru option
If Sticky3D Controller is installed, use the Walk Thru option if it is enabled, otherwise use the Sticky3D character as the player (this gives the richest interactive experience but requires Sticky3D, which is available as a separate asset from the Unity Asset Store).
If in Walk Thru mode, wait for the user to press the “I” key to commence the docking procedure.
If using Sticky3D, sit the player down in the Shuttle cockpit seat and wait for the player to select the “docking” button on the console.
Along the way, display an appropriate action message on the Heads-Up Display. E.g., “Initiate docking procedures”, “Make you way to Space Port Services” etc.
The Walk Thru uses a camera “ship” which literally flies through the scene. The camera is an AI ship that follows the appropriate path. Each path was set up in our SSCManager path editor. It takes advantage of Door Proximity components etc to let it pass though doors. It even “knows” how to take the lift to the top deck of the space port.
With Sticky3D, the user can interact with door and lift controllers in the scene. The user can toggle between first and third person using the “V” key. Movement is the “standard” WSAD and mouse controls look. This is for convenience in the demo. In a real game you could configure it to use whatever suited your game setup. Also, you could use the “new” Unity input system or various other setups (even VR if you wanted too!).
After exiting the small shuttle and entering the space port, the player is encouraged to go into the Services room. If Sticky3D is in play, an assistant tries to get your attention. In Walk Thru (without Sticky3D installed), there is an empty seat behind the services desk.
Stuff now gets interesting and all manner of things start to happen. Getting to the top deck of the space port is indicated and the obvious method is via the lift.
If Sticky3D is in play, the character should call the lift and take the lift to the top deck. In Walk Thru mode, this happens automatically.
If Sticky3D is in play, you will need to put on your helmet to get out the outer doors (it’s difficult to breath in space).
As the player walks across the top deck to their awaiting Hawk fighter, the enemy fighters start attacking the space station itself. Thankfully, your friendly fighters have already started to engage the invading force.
The player should climb up the ladder and get into the cockpit of the Hawk (this happens automatically in Walk Thru mode).
When the player gets to the top of the ladder, we switch control from either the Sticky3D character or the camera “ship” to the Hawk fighter. We power up the ship and the rest is up to you.
Now the player (that’s you!) needs to destroy the enemy fighters and save the space port.
TLDR
Select Walk Thru camera or use Sticky3D Controller (separate asset from Asset Store - also by us :))
[NEW] TechDemo3
[NEW] AI targeting accuracy
[NEW] Opening and closing events for SSCDoorAnimator
[NEW] Demo celestials component can add planets to the background of stars
[NEW] ShipDisplayModule - Targets debugging in editor at runtime
[FIXED] Docked ships can drift after being disabled and re-enabled via EnableShip APIs
[FIXED] Destruct Modules with a Despawn condition of Time do not despawn correctly when Pooled
[IMPROVED] Moving Platforms can smoothly stop and start
[IMPROVED] DestructibleObjectModule is out of Technical Preview
[IMPROVED] SSCStrobe light now works in HDRP
[IMPROVED] AI steering behaviours
Typically, we recommend Arcade to begin with. Then for specialized scenarios, like say a capital ship taking off, use Physics model. Arcade is still physics-based but lets you bend the rules to suite your gameplay style.
As it turns out, having studied the demos and code extensively (thank you for the excellent work) I have converted all my arcade mode fliers, AIs and players, to physics mode. It has given the players some nice options (adjustable flight-assist, fuel usage for all thrusters) and leveled the playing field between AIs and players. Everything works beautifully! I’m looking forward to the new SSC; it’s looking really nice.