**UFS NOW FULLY COMPATIBLE WITH UNITY 5. NEW VERSION CURRENTLY AWAITING ASSET STORE APPROVAL. IN THE MEAN TIME YOU CAN DOWNLOAD FIXED SCRIPTS HERE: Dropbox **
NOW RELEASED
Unity FS delivers the most accurate and complete Flight Simulation package to the Unity Asset Store.
With its powerful suite of editor tools, complex aircraft can be quickly and accurately modelled, rigged and animated with 0 lines of code.
Highly advanced Flight Dynamics modelling, JavaFoil integration and a library of over 1000 real world aerofoils means your aircraft will look, feel and handle just like the real thing.
“Back in the day, I worked on Flight Unlimited III making cockpit and interior art. Our developers would have killed for the kind of editor tools you’re providing with UnityFS!”
Developed and tested by Qualified Pilots.
Features
Powerful and intuitive aircraft design tools.
Advanced BET Flight Dynamics Engine.
Fully modelled primary and secondary effects of controls.
Fully scalable physics system supporting mobile to high end pc.
Huge aerofoil library with 1000+ aerofoils built in.
Seamless Javafoil and X-Plane .afl integration for easy custom aerofoil creation.
Unlimited number of wings, engines, gears and attachments.
Powerful editor tools - complex wing shapes - twist, dihedral, washout and sweep all supported.
Fully riggable moving parts - elevators, ailerons, rudder and landing gear.
Interactive virtual cockpit - Moving dials, gauges and levers are all supported.
Dynamic audio – Engine screams, landing gear rumble and stall warning + more.
Seemless integration with existing projects and third party plugins.
“I have to say, this is one of the few assets I’ve bought in the past few months that’s actually worth more than I paid.”
“Awesome package! I think this is the most realistic flight simulation package in Unity Store. And I really like the workflow of setting up the wings, control surfaces, CoG, etc. very impressive.”
It looks amazing! I’ve been waiting for unity flight simulator editor. I’m definitely interested in purchasing it. Prop planes only or will it support jets also?
Your flight simulator looks wonderful. Well done!.. Furthering on from GameReady, will it also be able to simulate rotorcraft such as helicopters and gyro-copters?
Thanks very much for the positive feedback! I will try and answer your questions below…
The focus of the simulation is entirely on the wings, just what is powering it is entirely up to you. That said however the simulation does not currently model the compressibility effects found entering and surpassing the sound barrier. So the answer to your question is both YES and NO. Jets will fly entirely realistically up to the speed of sound and so passenger jets ( excluding Concorde ) will be fine. After that however (fighter jet territory) the flight model will still ‘fly’ but will be somewhat inaccurate compared to the true characteristics of a wing at supersonic flight.
This is another YES and NO The simulation currently only supports fixed pitch blades which would make a pretty lousy helicopter! This isn’t a huge change to make so I would like to think that rotorcraft will be a big part of UnityFS in the future. However I wouldn’t want you to purchase it specifically to model rotorcraft until I have tested it myself and can confirm it delivers the same quality that the fixed wings do. A gyrocopter would be a pretty good test for the physics!
The project is entirely a labor of love - I am a programmer and private pilot so this seemed like a great way of combining two of my passions! I don’t have an exact figure as of yet however I intend to make it competitive with other vehicle packages both in terms of cost, features, support and regular updates. All the code is written in C#, heavily commented and made to be as extensible as possible should people want to get their hands dirty and do some coding!
Thankyou! The model is very similar to X-Plane yes, although X-Plane has the benefit of a much bigger team and a few more years of love. As such UnityFS is currently lacking where X-Plane isn’t - Supersonic flight ( See above ) , Fuselage lift/drag, finite wing reduction. As the project matures I hope to add more and more of these features along with any other requests users may have!
Any more comments/suggestions/feature requests please throw them at me and I will see what I can do to get them included into the project. I intend to release a short video demonstrating just how UnityFS integrates into the editor and how simple ( with a little bit of aerodynamics know how ) it is to ‘rig’ an aircraft to fly very soon!
…Over the next week I will be putting together a series of short videos aimed at demonstrating just how a bare bones 3d aircraft model can be imported into Unity and then ‘Rigged’ to fly with UnityFS. At the end of the series I shall release a webplayer of the created aircraft for you all to demo.
Hi allpay!
Thanks for getting in touch - The answer is not long!
I am just adding some final touches to the code and creating a rigging a couple of new aircraft to make sure that everything behaves as it should and that new aircraft really can be made without ever having to to open Mono Develop.
Let me introduce you to the latest aircraft to fly in UnityFS the Cessna 172
Keep your eyes peeled for a video of the entire rigging process plus a webplayer demo and release date!
Here is a quick time-lapse of the Cessna 172 being rigged to about 90% completion with NO SCRIPTING. I will be releasing a number of videos outlining each of the features used here in detail, but in the mean time here is a quick overview of the tool in action!
0:05 - Aircraft model imported, aeroplane script added + scale and rigid body weight set.
0:20 - Game objects with 'Wing components ’ added to aircraft placed and scaled to match that of underlying geometry.
1:07 - Center of gravity object is placed to override rigidbody CG to sensible position.
1:10 - Control surface scripts are added to each wing, allowing pitch roll and yaw control. (Purple represents hinge point)
1:23 - Each wing is assigned its own ‘Aerofoil’ which describes the aerodynamic properties of the wing from wind tunnel data. (Single aerofoil used for preview purposes - see coming videos for much much more depth here!)
1:31 - For advanced users - Moment of inertia for the model overriden with real aircraft data. ( By default this is calculated automatically and should give fairly realistic results but overriding is possible if you have the data to hand.)
1:38 - Standard wheel colliders are added for steering.
1:50 - Engine script is added to provide thrust to the model ( Now deprecated - better options available in final release )
This looks excellent.
Do you have an idea on the time until release?
I am interested in simulating a glider - I assume the gliding physics would be part and parcel of what you have already… do you apply forces to rigidbodies or is it all your own system? Also what about applying external forces such as wind and thermals?
Hi stuatk,
Sorry for the delay! Quotes and answers to your questions below
I am pleased to announce that the project is now very very close to being submitted to the asset store. I hope to offer more details in the next few days of this, along with just what you can expect in the initial release.
UnityFS uses Rigidbodies. The aerodynamic elements are broken down into small chunks and the lift and drag is calculated for each element - these are then summed and applied as forces and torques to the rigidbody. This ensures that you will get nice interaction with other rigid bodies, and can use the existing collision system etc. The bulk of the simulation lies within accurately simulating the wings, so a glider should fly brilliantly with UnityFS.
Regarding external forces, you can apply whatever force you like simply by applying a force to the rigid body. Wind is not yet included in UnityFS but it would be very easy to add your own script which would simulate wind and thermals as simply or as complex as you wish.