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Controller [Released] Sci-Fi Ship Controller - A versatile physics-based controller with playable demos, AI...

Discussion in 'Tools In Progress' started by sstrong, Dec 7, 2018.

  1. sstrong

    sstrong

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    In Sci-Fi Ship Controller version 1.2.0 we are adding support for background stars with Universal Render Pipeline (URP). Previously, our celestials script only worked with the build-in RP. Here is a quick video using our Asteroid demo scene.
     
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  2. sstrong

    sstrong

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    Here is what we delivered as part of Sci-Fi Ship Controller 1.1.9 which is now available in the asset store.

    [NEW] Sample Change Camera View script
    [NEW] Ship Beam weapons
    [NEW] Destruct Module in technical preview
    [NEW] Radar - Ship Damage Regions can be tracked
    [NEW] Auto Targeting Module - include Ship Damage Regions in possible targets
    [NEW] Ship Display Module - customisable gauges with API
    [NEW] Player Input Module - call your own code with Custom Player Inputs
    [NEW] Ship Camera Module - camera shake in technical preview
    [NEW] Surface Turret Module - editor runtime debugging option
    [NEW] SampleShowShipMetrics script demonstrates creating gauges in code with API
    [NEW] Sound FX - Thruster and Explosions
    [FIXED] Ship Control Module - fixed weapon gizmos are incorrect when ship is rotated
    [FIXED] Radar - NullReferenceException when ship to follow is destroyed and not respawned
    [FIXED] Auto Targeting Module - Display Targets should not be shown if the HUD is not shown
    [FIXED] Auto Targeting Module - Targets may not be included when Squadrons to Include is set
    [FIXED] Player Input Module - NullReference on undo for Rewired Custom Inputs
    [FIXED] Ship Display Module - ArgumentOutOfRangeException when adding gauges in code
    [IMPROVED] Ship Damage Regions - (destruction) effects can optionally follow a moving ship
    [IMPROVED] Radar is out of technical preview
    [IMPROVED] Radar - change the mini-map canvas sort order
     
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  3. sstrong

    sstrong

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    Real soon now (promise) we will be releasing the full playable SSC Tech2 demo game as part of Sci-Fi Ship Controller.

    Existing customers can get it now through the beta program or wait for the 1.2.0 release.

    1.2.0 Beta 3a contains:

    [NEW] Full playable SSC Tech2 demo game
    [FIXED] Player Input Module - CustomPlayerInput does not contain a definition for actionIDsPositive
    [IMPROVED] Change display or screen output with HUD, Ship Camera Module, and Radar via API.
    [IMPROVED] Celestials (background stars) script supports Universal Render Pipeline
     
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  4. sstrong

    sstrong

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    Tech Demo 2 – Part 3

    Catch-up - Part 1 Part 2

    Standalone free to play game: SSC Tech 2

    Ship Docking, or rather undocking, is an important aspect of gameplay in Tech Demo 2. All AI ships use one of the Ship Docking Stations to launch.

    upload_2020-10-2_9-46-7.png

    Squadron C enemy ships are spawned at one of 12 pre-configured docking points within a hangar that is located in the citadel. We use a InitialiseSquadron() method to spawn them and assign them to the next available docking point within the hangar. Using the respawning feature of SSC, we tell them to respawn at this location if destroyed in combat. When a ship is destroyed, we get notified and can take action like begin the undocking process. This is handled by a call-back which in turn calls GetNewInstructions().

    When ships undock, they fly out of the hangar on a pre-configured path which was set up in SSCManager within the editor. As they are AI ships, naturally they know how to follow a path.

    When the ships get to the end of the exit path from the hangar, they once again GetNewInstructions(), like attack the invading ships - which includes you!

    NOTE: You get access to all assets and code used to make this game as part of Sci-Fi Ship Controller 1.2.0 or newer.
     
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  5. Exeneva

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    How suitable is this for a top-down arcade-like shooter?
     
  6. sstrong

    sstrong

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    Can't think of any reason why you couldn't configure it for that style.
     
  7. sstrong

    sstrong

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    Sci-Fi Ship Controller version 1.2.0 is now live in the Asset Store!

    This release includes the full SSC Tech2 game for PC. Check it out under Demos\TechDemo.
     
  8. sstrong

    sstrong

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    A few people have been asking about a 2.5D-like configuration for Sci-Fi Ship Controller. We are considering adding a checkbox type option for this.

    Let us know if you'd find this helpful and if you'd want to see other options associated with this.
     
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  9. sstrong

    sstrong

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    Controlling doors, landing gear etc.

    For Sci-Fi Ship Controller 1.2.1, we're upgrading the SSCDoorAnimator script to enable you to control multiple doors and "stuff". For example, you could:
    • Open hangar doors
    • Open bomb-bay doors on a ship
    • Open/close cockpit canopy
    • Open/close airlock on a space station
    upload_2020-10-6_19-26-27.png

    You could even use it to:
    • extend or retract landing gear
    • change the position of wings on an x-wing like ship
    You can do it from your game code and/or set it up in the editor with a Custom Player Input in the Player Input Module. This example uses the keyboard but you could configure it with whatever controller or Player Input Mode you have configured.

    upload_2020-10-6_19-26-27.png
     

    Attached Files:

  10. sstrong

    sstrong

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    Common Issues
    In our manual (click "Help" on the Ship Control Module), we have a chapter devoted to resolving common scenarios. This is a good place to start if you are having problems as it is updated with each release.

    There is also the Helpful Links post.

    If neither of these areas address your issue, you can post a question in this forum or try our Discord channel.
     
  11. sstrong

    sstrong

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    Tech Demo #3 - Update 1

    Now that Tech Demo #2 has been delivered as part of Sci-Fi Ship Controller, and is available as a free game on PC, Mac and Xbox, we're starting to make progress on our next Tech Demo.

    Just to recap, this is a space station scenario. A small shuttle ship will dock and undock with a space station. Although you can already do this in SSC version 1.2.0, we'd like to tidy up and enhance a few different aspects of docking.
    • Player entry and exit (we have a cool controller under development **)
    • A quick way of triggering door/hatch/wing position/landing gear animations (mostly done)
    • Transfer player control to AI control for docking maneuvers
    We are keen to streamline the ability for the player to transfer control to and from AI control. If you can think of scenarios (other than docking/undocking) please let us know as we'd be happy to take them into consideration).

    ** We may release this as a separate asset - we haven't decided yet. If we do we'll make it a very cheap upgrade from SSC.
     
  12. sstrong

    sstrong

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    Tech Demo 2 - Part 4 - Type of Game Play Loop

    Recap - Part 1 Part 2 Part 3

    Standalone free to play game: SSC Tech 2

    There are at least two different versions of game play. The first, and arguably the most common, is a game controller (script or group of scripts), that tell the "characters" how to play.

    The second, is where the characters are autonomous and do what they "think" is the "right" thing to do next. Each character runs their own game loop and interact with things or other characters around them.

    Tech Demo 2 uses the first approach with a hint of the second approach. That is, there is a main controller that runs the game. This loop tells the characters (in our case ships, docking stations, and turrets), what they should be doing at any point in the game. For example, Squadron A should attack Squadron C etc.

    The player (that's you) gets to run their own player "loop" within the boundaries of the main game controller. For example, you could decide not to follow the on-screen instructions and not follow the other friendly ships to the citadel. But that probably won't end so well.

    Within the main game loop, the AI Ships get to be semi-autonomous. Yes, they still need to perform the action they were told to, but they use their own in-built AI system to carry out that action. And if they are not sure what to do next, they ask.

    You can change the way the game progresses by say destroying the enemy turrets, fending off the enemy ships and ultimately stopping the enemy capital ship from escaping. However, you can also do things like pause and unpause the game, restart the scene or (gasp), quit the game... and be inspired to create your own game!
     
    Last edited: Oct 8, 2020
  13. sstrong

    sstrong

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    We are currently offering a bundle plus some upgrades for people that want to purchase multiple assets.

    LB_SSC_Bundle1950x1300.png

    See the bundle here.
     
  14. sstrong

    sstrong

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    We have started work on the dedicated 2.5D option for Sci-Fi Ship Controller (SSC).

    Essentially, this allow you to very quickly configure SSC player and AI ships to work in a 2.5D environment. A 2.5D setup works in a 3D world but moves the ships in 2D. We will allow ships to say roll left and right but they will be constrained on one axis.
     
  15. cassius

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  16. sstrong

    sstrong

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    That is a very cool looking game! Let us know if you need any additional features or assistance from the Sci-Fi Ship Controller developers.

    When coming up with names for SSC, we considered names like Sci-Fi Craft Controller and Sci-Fi Vehicle Controller but settled on the current name. So, your game style actually does fit well. I like the way you've made a flying game that doesn't just go round blowing stuff up.

    BTW - your graphics and 3D environment is amazing, especially given you don't have a team of 100 devs. Well done!
     
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  17. sstrong

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    Docking (landing) Tips

    While working on Tech Demo 3, I noticed that my shuttle wouldn't dock with the space station docking point. It would get really close but then seem to sit there and do nothing.

    A good place to start was to turn off "Maximize on Play" on the Unity Game view. Then when in play mode, on my Shuttle, I enabled "Debug Mode" on both the "Ship Docking" and "Ship AI Input Module" components.

    Then I flew the shuttle towards the space station and pressed the button which I'd setup with a Custom Player Input to start the docking manoeuvre. On Ship Docking, the "Current State" changed from NotDocked, to Docking, but never became Docked. My Ship AI component went from Idle to Docking but never returned to Idle.

    I noticed that the Desired Local Velocity was never exactly 0,0,0 and the Current Local Velocity kept changing by small amounts. My AI ship component was trying to move the shuttle to the docking point by it couldn't. If I came out of play mode, changed the "Landing Distance Precision" to a bigger value (0.5 metre), it worked fine (although didn't look great).

    Looking at my Thrusters, I realised I didn't have a Backward Thruster, and that my Left and Right Thrusters only had Max Thrust of 20. Making sure I had a Thruster in every direction, and that they all had enough power to move my shuttle, resolved the docking problem. Now I could have a Landing Distance Precision of 0.01.
     
  18. sstrong

    sstrong

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    Pooled Sound FX

    Sci-Fi Ship Controller makes extensive use of our SSCManager and pooling system to efficiently manage projectiles, particles, and sound effects at runtime.

    Sometimes you may want to create a sound at a particular position when something happens. For example, when you raise or lower landing gear, open cargo bay doors, or close an airlock etc. In SSC v1.2.1 we are adding API methods so that you can:
    • Create your own sound fx pool with GetorCreateEffectsPool(..)
    • Play the pooled sound fx with InstantiateSoundFX(..)
    At runtime, you will also be able to change the audio clip, set the volume etc.
     
  19. sstrong

    sstrong

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    Feedback Request - Entry/Exit and character controllers

    As we expand the features of Sci-Fi Ship Controller, we are investigating more ship entry / exit scenarios. In Tech Demo 3, we have a 1st person character controller (Sticky3D Controller**) who can walk around a moving shuttle, activate docking with a space station, open airlocks and walking into the space station.

    However, we're keen to learn about your ship entry and exit requirements.
    • What character controllers are you using?
    • How do you want it to interact with SSC space or sci-fi craft?
    • What camera setup do you have?
    • What gamepad or controller input are you using?
    • Do you have a screen shot or video to share?
    ** Sticky3D Controller is the working title of our character controller that can walk around moving rigidbodies.

    Give us your thoughts here or on our Discord channel.
     
    Last edited: Jan 6, 2021
  20. sstrong

    sstrong

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    Flexible User Input

    Let's face it, writing user-input code is rarely fun. That's why we include a dedicated Player Input Module which can feed input to your flying ships. However, it can also perform custom actions like call your own custom code, call some SSC API method or even a 3rd party method. With a few clicks you can configure a Custom Player Input in our module.

    upload_2020-10-21_16-51-18.png

    What's more, you can use any kind of input we support to trigger it.
     
  21. sstrong

    sstrong

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    Player AI-Assisted Docking - Coming in Sci-Fi Ship Controller 1.2.1

    Player ships can already dock and undock with docking stations.

    A human player ship that use the Player Input Module will be able to use the Ship AI Input Module to help them dock and undock with a docking station. This is different than using the “Docking Input Button” in the Player Input Module which will immediately set the docking state to either “Docked” or “Undocked”.

    The player ship must have the following components:
    • Ship Control Module
    • Player Input Module
    • Ship Docking
    • Ship AI Input Module
    You can configure the player to either press a single button to toggle docking and undocking or you can configure two buttons, one for docking and the other for undocking. Both methods use Custom Player Inputs.
     
  22. sstrong

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    Camera Object and Wall Clipping

    Coming in Sci-Fi Ship Controller 1.2.1 is the ability to avoid objects between the camera and the ship or sci-fi craft.

    upload_2020-10-30_9-22-8.png

    When objects are located between the camera and the ship we (quickly) want to adjust where the camera is so that the object doesn't obscure our vision.

    When you have small objects in your scene, generally it is better for the camera to "fly right through them" than to constantly be adjusting the camera. For these small objects, place them in separate Unity Layers and turn them off in "Clip Object Layers".

    When inside a cockpit or on the bridge of a capital ship you should turn this feature off.
     
  23. sstrong

    sstrong

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    Coming in Sci-Fi Ship Controller 1.2.1

    upload_2020-11-4_16-55-2.png

    If you have a 3D environment but would like to constrain the ship on the x or y axis to achieve 2.5D-like flight, then this will help you achieve that.
     
  24. sstrong

    sstrong

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    Sci-Fi Ship Controller 1.2.1 has been submitted to Unity for review.

    upload_2020-11-10_9-6-47.png

    It includes the following updates:

    [NEW] Shield Recharge - damage regions have optional shield recharge rate and delay
    [NEW] Ship Control Module - Input Control to achieve 2.5D flight behaviour
    [NEW] SampleFlyToPosition - AI sample script
    [NEW] Ship AI Input Module - Button to estimate the radius of a ship for obstacle avoidance
    [NEW] Ship Camera Module - can stop camera rendering and moving at initialisation time
    [NEW] Ship Camera Module - Clip Objects is in Technical Preview
    [FIXED] PlayerInputModule - Custom Player Input Negative Key for Direct Keyboard not working
    [FIXED] ShipDisplayModule - Gauge Keep Aspect Ratio is incorrect after (I)nserting within the editor
    [IMPROVED] ShipDocking supports docking manoeuvres with and without entry or exit paths
    [IMPROVED] ShipDocking - option to detect collisions when docked
    [IMPROVED] PlayerInputModule - can disable input on initialise
     
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  25. sstrong

    sstrong

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    Sci-Fi Ship Controller 1.2.1 is now available for download from the Asset Store
     
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  26. Flawless83

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    can this aset be used to make a race game like wipeout, is the hovercraft controler ready for use for racing?
     
  27. sstrong

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    Yes. There is a sample anti-gravity scene included. There is also a playable mini-game that was made from that demo scene.

    AG SSC Racer

    The asset can be configured for many different styles including anti-gravity racing games (like wipeout). Then, you can adjust the flight behaviour to suite your particular requirements.
     
  28. Flawless83

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    i tried download that game from microsoft store to pc but i cant click anything with my mouse and keyboard dont work so cant stat level and dont now if u get it started if it would work with keyboard?

    Edit: got it to work, the start button wasnt were it showed it was a litle bit up above button i had to click, dunno what that is.

    So i tested it the controller seemed a litle stiff also landing seemed to hard.
     
  29. sstrong

    sstrong

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    There are 3 versions. The Xbox version available from the Microsoft Store which requires an Xbox controller (this should also work on PC with a controller - however, it hasn't been tested). There is also a Windows 10 Desktop version and a Mac OS X version. These two are available from our website.

    Remember, that AG SSC Racer is just one possible configuration. You can set up the flight behaviour however you want it. We make the flight behaviour and feel very flexible. If you don't like how it works in the mini-game, as the game developer, you can change it either in the editor or via our APIs in code.
     
  30. Flawless83

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    i dont now ho made this video or scripts, but can this be achived?

     
  31. sstrong

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    Yes, you could make something like the video above. You would need to create a menu with sliders etc using the Unity UI (canvas system) - if that is what you want. How the ship behaves depends on how you set it up in SSC. As a starting point you could use the ship from the anti-gravity demo scene.
    You would also need to build tracks to race on. Again, as a starting point you could use the AG demo scene for initial testing.
     
  32. Flawless83

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    but i only mean the controlls, thats what im interested in, so i can make it feel like the video above? then i might get your asset, cause thats how i want it to behave.
     
  33. Stamson

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    Excited for Tech Demo 3! Any kind of combination of player movement combined with space ships would be neat. Like a bigger ship that has an interior that you could walk around in as the ship travels from A to B.
     
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  34. julianr

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    Same. I did this by Having a full scale version under the terrain that you could walk around when not in the pilots seat, with cameras attached to the flying version, with video screens at each angle where there is a window, basically cameras views switched on/off. As often the scale and poly count would be massive on a flying version, unless you culled it all.
     
  35. sstrong

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    We're currently working on a priority list for the Sci-Fi Ship Controller road map for 2021.

    Please make your suggestions here or on our "SSC feature requests" Discord channel if you have anything that would help your current project.

    Although we cannot promise anything, games that have an estimated release date that need additional functionality will generally get higher priority than say just an idea or concept.

    The more detail you can provide about the scenario, the better your chances are of getting what you ask for (especially if others would also benefit from it).
     
  36. sstrong

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    We were asked on our Discord channel some questions that might be helpful to others:
    • Can you use your own Sci-Fi ship models with Sci-Fi Ship Controller?
    • Can I switch camera views with my models and still be able to use weapons and navigation?
    • Can I use it with a waypoint system?
    • Is the (built-in) HUD system modifiable and does it use Unity UGUI?
    Here was our response:
    • YES, our system is designed so you can use your own ship models (I think we have a vid tutorial for that)
    • YES, we support cockpits and switching the camera view (our Tech Demo 2 which is included with the asset shows how to do that)
    • YES, you can also control most things (all things??) using scripts and our APIs
    • YES, you can use waypoints with our Ship AI code by telling the ships to fly to certain points, Locations, or even add your waypoints to our Path system (and get the ship(s) to follow the Path)
    • YES, you can extend our HUD system (or write your own).
    • YES, our in-built (optional) HUD uses standard Unity Canvas and UI items.
     
  37. sstrong

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    Tech Demo 2 setup for (new) Unity Input System.

    If are using SSC with the Unity Input System (UIS) you may notice that controls don't work with say the TechDemo scene. That is probably because Unity disabled the legacy keyboard input when UIS was enabled. Here are instructions to convert the scene to UIS.

    If you have the (new) Unity Input System (UIS) installed in your project, follow these instructions to reconfigure the Ship Input Module to work with UIS.
    1. Open the SCSM\SciFiShipController\Demos\TechDemo\scenes techdemo2scene1
    2. In the scene Hierarchy panel, select "EventSystem" gameobject and click "Replace with InputSystemUIInputModule" on the "Standalone Input Module" component.
    3. In the Hierarchy panel select Ships\Friendly\SSCHawk (Arcade)
    4. On Player Input Module, change InputMode from "Direct Keyboard" to "Unity Input System"
    5. On the Ship Control Module, click "Help" to bring up the SSC manual.
    6. In the Table of Contents, locate "Player Input System", "Unity Input System"
    7. Follow the instructions to configure the Unity Input System. If you already have a UIS Input Action Asset (UIS configuration file), you can add that rather than creating a new one.
    8. Open the UIS Input Action Asset by selecting it in the Project panel and clicking "Edit asset" in the inspector.
    9. Select your Action Map (e.g. ShipActions)
    10. If the "Camera" action does not exist and it and set the Action Type to Button.
    11. In the "Camera" action create a binding for a keyboard key. e.g. C [Keyboard]
    12. In the "Camera" action create a binding for Gamepad e.g. Select [Gamepad]
    13. If the "Menu" action does not exist and it and set the Action Type to Button.
    14. In the "Menu" action create a binding for a keyboard key. e.g. Escape [Keyboard]
    15. In the "Menu" action create a binding for Gamepad e.g. Start [Gamepad]
    16. Click "Save Asset", then close the UIS Input Action Asset
    17. In the Hierarchy panel select Ships\Friendly\SSCHawk (Arcade)
    18. On the Player Input Module, expand "Custom Player Input 01"
    19. Click "Is Enabled" and select "Camera" for the "Action"
    20. On the Player Input Module, expand "Custom Player Input 02"
    21. Click "Is Enabled" and select "Menu" for the "Action"
    22. Save the scene
    You new controls on a Gamepad or XBox One controller are:
    Thrusters = Right Trigger, Left Trigger
    Pitch+Yaw = Left Stick
    Roll = Right Stick
    (un)pause = Start
    Change Camera = Select
    Fire = X button
    Fire Guided Missile = B button
    There are also keyboard controls.
     
    Last edited: Dec 24, 2020
  38. sstrong

    sstrong

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    Getting Mobile (phone) Input for Sci-Fi Ship Controller

    Some people have asked about mobile controls for Sci-Fi Ship Controller. There are 3 main options:
    • If using the (new) Unity Input System with our Player Input Module, you can use our basic on-screen controls as a starting point.
    • You can also write your own code snippets to handle player input for particular axis or buttons using the "Override axis" options. This can help if, for example, you want to get mobile accelerometer input.
    • You could write your own input and send the input to the ship (a single line of code to send input to a ship via our API - there is a sample script included).
     
  39. sstrong

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    Heads-up Display - Working with Prefabs

    If you try to remove a Message, Target or Gauge from the a HUD prefab added to your scene, you may get the following error:
    Code (CSharp):
    1. InvalidOperationException: Destroying a GameObject inside a Prefab instance is not allowed.
    This occurs because Unity does not allow gameobjects to be removed from prefabs without going into prefab mode.

    If so, click Undo (CTRL-Z), and perform the following procedure:

    upload_2021-1-7_12-54-14.png
    1. right-click on the HUD gameobject in the scene, select Prefab, and Unpack completely.
    2. Remove any unwanted Messages, Targets or Gauges using the Ship Display Module Inspector UI.
    3. Optionally, to create a new prefab, give the scene HUD gameobject a unique name, and drag it into the Editor Project panel.
     
    Last edited: Jan 7, 2021
  40. sstrong

    sstrong

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    Ship (un)Docking Catapult - coming in Sci-Fi Ship Controller 1.2.2

    upload_2021-1-7_21-47-10.png

    This allows you to launch your ships using a catapult-like force from docking station point. It is set per ship so that you can apply different amounts of force over time to ships with different masses.

    For those existing customers with beta program access it is available now in 1.2.2 Beta 2e or newer.
     
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  41. sstrong

    sstrong

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    Creating Custom Player Input at Runtime

    In Sci-Fi Ship Controller you can configure player input to call your code code and do, well, whatever you want really. This is done by configuring Custom Player Inputs on the PlayerInputModule - which literally takes seconds to setup.

    However, what some people don't know, is that you can create Custom Player Input in code at runtime. Here is how we do it in the Docking Demo scene (coming in SSC 1.2.2). But you don't need to wait for 1.2.2 to be released, it's fully supported right now in 1.2.1!

    Code (CSharp):
    1. void Start()
    2. {
    3.     // Do stuff here
    4.  
    5.     PlayerInputModule playerInputModule = GetComponent<PlayerInputModule>();
    6.    
    7.     // In code, add the input for the button press (assume Direct Keyboard)
    8.     CustomPlayerInput customPlayerInput = new CustomPlayerInput();
    9.    
    10.     if (customPlayerInput != null)
    11.     {
    12.         customPlayerInput.inputAxisMode = PlayerInputModule.InputAxisMode.SingleAxis;
    13.         customPlayerInput.isButton = true;
    14.         customPlayerInput.isButtonEnabled = true;
    15.    
    16.         // Here we use Direct Keyboard but could also setup Unity Input System, Oculus, VIVE, Rewired etc.
    17.         customPlayerInput.dkmPositiveKeycode = KeyCode.L;
    18.    
    19.         // Tell SSC to call our method when the button is pressed.
    20.         customPlayerInput.customPlayerInputEvt = new CustomPlayerInputEvt();
    21.         customPlayerInput.customPlayerInputEvt.AddListener(delegate { LaunchShip(); });
    22.    
    23.         // Add the custom player input to the list in the PlayerInputModule
    24.         playerInputModule.customPlayerInputList.Add(customPlayerInput);
    25.    
    26.         // We have modified the Custom Player Inputs, so we need to reinitilise them.
    27.         playerInputModule.ReinitialiseCustomPlayerInput();
    28.     }
    29.  
    30.   // Do other stuff here
    31. }
    32.  
    33. /// <summary>
    34. /// Count down and then launch the ship using the catapult
    35. /// </summary>
    36. public void LaunchShip()
    37. {
    38.     if (isInitialised)
    39.     {
    40.         shipDisplayModule.ShowDisplayMessage(countdownDisplayMessage);
    41.  
    42.         // Count down with HUD messages
    43.         Invoke(countDownMethodName, 1f);
    44.         Invoke(countDownMethodName, 2f);
    45.         Invoke(countDownMethodName, 3f);
    46.  
    47.         // Undock in CountDown() when countDown reaches 0.
    48.     }
    49. }
     
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  42. sstrong

    sstrong

    Joined:
    Oct 16, 2013
    Posts:
    2,252
    Sci-Fi Ship Controller 1.2.2 is now live on the Asset Store.

    It includes the following updates:
    • [NEW] Auto opening and locking doors (useful for Entry/Exit scenarios)
    • [NEW] Instructions to convert Tech Demo scene to (new) Unity Input System
    • [NEW] Ship Docking Station - export and import to JSON options for ship docking points
    • [NEW] Ship Docking - Catapult undocking option
    • [NEW] Docking Demo scene as seen in docking tutorial video
    • [FIXED] Player Input Module - correctly handle deleted Action Categories for Rewired integration
    • [FIXED] The name 'Celestials' does not exist in the current context when not importing the Demos
    • [FIXED] SSC Manager - EndLayoutGroup when exporting a Path as JSON.
    • [IMPROVED] Ship Display Module (HUD) is out of technical preview
     
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  43. sstrong

    sstrong

    Joined:
    Oct 16, 2013
    Posts:
    2,252
    Beam Turrets - Coming in Sci-Fi Ship Controller v1.2.3

    upload_2021-1-23_8-58-22.png

    These will be a new option for Surface Turrets and Ship Turrets (on the Combat tab).

    Fixed Beam weapons are already available in Sci-Fi Ship Controller

    This new feature is in Technical Preview and is currently under-going beta testing.
     
  44. sstrong

    sstrong

    Joined:
    Oct 16, 2013
    Posts:
    2,252
    For existing customers that want to test Turrets that fire beams rather than projectiles / energy parcels, you need:
    • Sci-Fi Ship Controller v1.2.2 from the Asset Store
    • SSC v1.2.3 Beta 2h or newer
    Version 1.2.3 Beta 2h includes:
    • [NEW] Ship Control Module - Turret Beam weapons (Technical Preview)
    • [NEW] Surface Turret Module - Beam weapon [Technical Preview]
    • [NEW] Auto Targeting Module - Can control Turret Beam weapons [Technical Preview]
    • [FIXED] PlayerInputMdule API - DisableAIMode() method name spelling
     
  45. cassius

    cassius

    Joined:
    Aug 5, 2012
    Posts:
    125
    Hi all. I have just released a new trailer for my game, MiLE HiGH TAXi. It shows updated visuals and game play.

    I use the Sci-fi Ship Controller for the taxi (and camera), which is the player's protagonist.



    You can check it out on Steam at https://store.steampowered.com/app/1366560/MiLE_HiGH_TAXi/
     
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  46. sstrong

    sstrong

    Joined:
    Oct 16, 2013
    Posts:
    2,252
    Announcement: Camera Dynamic Offset Damping

    This is a new feature coming in Sci-Fi Ship Controller version 1.2.3. It was developed in collaboration for a space combat / exploration game being ported to Unity. The team were looking for Freelancer-style camera movement.

    Like most things in SSC, we've made it highly configurable so you can get the right look and feel for your game. Here is quick setup we did using some SSC demo assets.

     
    Last edited: Feb 4, 2021
    cassius and docsavage like this.
  47. sstrong

    sstrong

    Joined:
    Oct 16, 2013
    Posts:
    2,252
    When upgrading from Unity Input System 1.0.1 to 1.0.2 you may see the following message in the editor.

    upload_2021-2-4_16-50-53.png

    This can occur even though a Input Action Asset is assigned. Re-start Unity to fix the issue.
     
  48. sstrong

    sstrong

    Joined:
    Oct 16, 2013
    Posts:
    2,252
    PROMOTING YOUR GAME

    We know there are a number of games in development that use Sci-Fi Ship Controller. If you'd like to show off what you're working on, post images or videos here and on our Discord channel under "ssc-showcase".
     
  49. sstrong

    sstrong

    Joined:
    Oct 16, 2013
    Posts:
    2,252
    Tech Demo 3 - Update 2

    As we explore new game-play opportunities in the development of Tech Demo 3, we continue to add new features which you all get to experience with each release.

    We regularly speak to game designers and developers who are extending their game-play with Sci-Fi Ship Controller. These conversations often lead to new features or enhancements.

    Interaction with other assets, like Sticky3D Controller, helps us understand more in-game scenarios. It guides us to new ideas like the player (character) on a ship wanting to switch a ship from AI-Assisted Docking to Undocking, while performing a docking manoeuvre.

    And this is not just for coders who already have access to our deep and powerful APIs; many of those APIs are available to non-coders via our Custom Input system or 3rd party visual scripting assets.
     
  50. sstrong

    sstrong

    Joined:
    Oct 16, 2013
    Posts:
    2,252
    Revised Trailer for the release of Sci-Fi Ship Controller v1.2.3.

    Be sure to change to HQ 1080P 60 in Youtube settings

     
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