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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. inkhorses_tw

    inkhorses_tw

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    Thanks for your kind reply, I haven't bought this yet. But very interested. I'll try the tutorial after I buy it.
     
  2. kamicth

    kamicth

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    is it compatible with Space Graphics Toolkit ?
    is it compatible with Orbis ?
    is it compatible with Continuous Floating Origin ?
    is it multi player ready ?
     
  3. sstrong

    sstrong

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    Sorry, we don't own any of those products although I do know of at least one person who has been building a game with SSC and SCT.

    It has no out-of-the-box multi-player elements or systems. However, I know a few customers working on multi-player games with SSC - however, it is not for the faint-hearted (it is quite a bit of work) and requires in-depth knowledge of multi-player systems.

    For floating point products, as long as you can call our APIs for all our components, and exclude them the other FP solution, it should all be fine. If it is a simplistic, just move gameobjects 3rd party FP system, then they won't be compatible as we have many physics-related calculations that depend on our API teleporting / FP methods.
     
  4. sstrong

    sstrong

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    Mars Tech Demo - Interactive Experience - Update 8

    upload_2022-6-9_8-27-16.png

    You may have noticed that the weapon rack in the SSC drop ship is rather empty. Why is that? I'm glad you asked!

    We're busy at work building a full weapon system for our Sticky3D (character) Controller. Once that's done, if you want, you'll be able to equip your character before venturing out of your ship.

    You can read more about our weapon update for Sticky3D here.

    Tech Demo 4 catch-up
     
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  5. sstrong

    sstrong

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    upload_2022-6-17_12-13-22.png

    Here is a sneak preview of the extended Weapons editor interface on Ships in Sci-Fi Ship Controller. In version 1.3.4, you'll be able to optionally track individual weapon heat levels. Included, is the ability to have them burn out if over-used.

    This same functionality will also be available in radar-controlled Surface Turrets for ground-based defenses.
     
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  6. sstrong

    sstrong

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    Weapon Heat Management is now ready for testing in 1.3.4 Beta 2e or newer (see above post).
     
    Last edited: Jun 18, 2022
  7. sstrong

    sstrong

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    upload_2022-6-21_19-8-34.png

    Sci-Fi Ship Controller 1.3.4 is now live in the Asset Store. It includes the following updates since 1.3.3.

    [NEW] Weapon heat management
    [NEW] ShipDisplayModule - ToggleDisplayReticle API
    [IMPROVED] Ship Hit callback now includes sourceShipId
     
  8. sstrong

    sstrong

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  9. sstrong

    sstrong

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  10. sstrong

    sstrong

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    Support Policy Update

    For free support we will investigate reproducible bugs in our code. We may ask you to provide a simple scene with clear instructions on how to repro the issue. We can provide an upload area for the project files.

    If this issue is critical to an announced game release date, we give it high priority. We also help with fleshing out new features that can improve game-play and that we could add to a new version. In addition, we offer customer support for discovering existing features and how to configure them, here in the Unity forum, or on our Discord channels.

    To add "polish" to a game or general help with implementing our products (and even writing custom game-play code) we negotiate a flexible hourly rate which can be time-boxed to fit the studio or indie budget.

    We may alter this support policy from time to time without notice.
     
    Last edited: Jul 9, 2022
  11. sstrong

    sstrong

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    upload_2022-7-15_16-4-40.png

    Coming in SSC 1.3.5

    Shield hit effects! So, when a projectile hits a shielded region of a ship, optionally you can use a different pooled effect.

    Beta Program members will need SSC 1.3.4 from the asset store, then apply SSC 1.3.5 Beta 1a or newer.
     
  12. sstrong

    sstrong

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    Projectile DOTS/ECS support for Entities 0.51-preview.32 was added in Sci-Fi Ship Controller 1.3.5 Beta 1b.

    This means you can now enable DOTS for projectiles in Unity 2021.3.6+. This is helpful if you are on U2019.x or U2020.3, using say Entities 0.17 and want to upgrade to Entities 0.51 (the latest) and Unity 2021 LTS.

    NOTE: Unity only support URP and HDRP in Hybrid Render 0.51 - so don't upgrade from Entities 0.17 and Hybrid Render 0.11 if you are on the Built-in Render Pipeline.
     
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  13. sstrong

    sstrong

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    VR Interaction with Sticky3D

    upload_2022-7-26_18-35-19.png

    The Sci-Fi Ship Controller (SSC) Player Input Module can be configured to handle input from interactive-enabled in-game levers and joystick from Sticky3D Controller (S3D).

    This other asset, which is available from the Unity Asset Store, will include special bridging software to allow SSC XR hands to interact with objects from Sticky3D. These levers and joysticks can be used to provide input to fly your ship in VR. How cool is that?

    These tools will come with Sticky3D Controller version 1.1.0 or newer.

    Be sure to check out the SSC Input Bridge in the Sticky3D manual for all the details.

    Although we will provide simple placeholder levers and joysticks with S3D, you can supply your own models and add our components. We provide the mechanics, and you provide the artwork.

    upload_2022-7-26_18-43-11.png
     
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  14. sstrong

    sstrong

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    Supported versions

    Soon Unity will stop supporting version 2019 LTS of the Editor. Which means, yes, we'll need to upgrade too. Please let us know here or on our Discord channel if you're still planning to be on U2019 LTS for some time.
     
  15. sstrong

    sstrong

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    Custom Collision Handling

    In Sci-Fi Ship Controller 1.3.5 we will give you the option to do your own collision handling. You can apply damage based on your own calculations and even call our APIs to apply other forces if required.

    Essentially, you create a custom method in your own game code, then set the shipControlModule.callbackOnCollsiion to your new method.

    Also in the latest 1.3.5 beta (3a) are the following changes since the 1.3.4 release:

    [NEW] ProjectileModule - Shield hit effects
    [NEW] DamageRegion - IsHit API
    [NEW] Ship - HasActiveShield API
    [NEW] Ship - Attach[Detach]Collider(s) APIs
    [NEW] ShipControlModule - Ship Input Debugging in editor at runtime
    [NEW] ShipControlModule - CallbackOnCollision for custom collision handling
    [IMPROVED] Projectiles support DOTS Entities 0.51 (URP and HDRP only)
     
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  16. sstrong

    sstrong

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    We finally got round to creating a VR tutorial... and I took a joyride where I didn't blow up a single thing! I'm being such a responsible corporate citizen.
     
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  17. sstrong

    sstrong

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    Mars Tech Demo - Interactive Experience - Update 9

    What have we been up to since our last update?

    We have been working on a lot of background tech including things that you will be able to use to extend the overall experience. For example, VR interaction between Sci-Fi Ship Controller (SSC) and Sticky3D Controller (S3D). If you've not already seen our VR Flight Setup video, you can see it in the previous post.

    More progress has been made around objects using different gravitational directions.



    There has also been great progress on our hand-held weapon system for Sticky3D. Talking about S3D, we've been working on a personal Stash API (a.k.a. "inventory") to allow our character to pickup, stash, and carry stuff around with them. All of which will work seamlessly with SSC - well, that's the plan when the gremlins have been removed.

    We hope to show you some of this tech in action soon.

    Tech Demo 4 catch-up
     

    Attached Files:

  18. sstrong

    sstrong

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    upload_2022-8-29_20-11-48.png

    SSC 1.3.5 is now available from the asset store! It includes the following updates since 1.3.4.

    [NEW] ProjectileModule - Shield hit effects
    [NEW] DamageRegion - IsHit API
    [NEW] Ship - HasActiveShield API
    [NEW] Ship - Attach[Detach]Collider(s) APIs
    [NEW] ShipControlModule - Ship Input Debugging in editor at runtime
    [NEW] ShipControlModule - CallbackOnCollision for custom collision handling
    [FIXED] Handles.FreeMoveHandle change in Unity 2022.1
    [IMPROVED] Projectiles support DOTS Entities 0.51 (URP and HDRP only)
    [IMPROVED] Integration with Sticky3D Controller VR flight-stick and levers
     
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  19. sstrong

    sstrong

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    New startup features coming to UnityXR for VR games in Sci-Fi Ship Controller 1.3.6.

    upload_2022-9-2_17-26-38.png

    When "Enable on Initialise" is disabled, the XR Camera and Hands will be automatically disabled when the ship "Player Input Module" is initialised. This can be useful if your character controller hasn't switched over to flight control yet.

    In Tech Demo 4 (when configured for VR), the Sticky3D character could be walking around the drop ship or could be say walking around the landing zone when the scene loads. At this point we don't want the ship's VR rig to be active, so, we'd set the "Enable on Initialise" to false.

    This is included in 1.3.6 Beta 1a or newer and requires SSC v1.3.5 from the asset store.

    [NEW] EnableShip API configurable from inspector event or callback method
    [NEW] PlayerInputModule - Enable or Disable XR Camera and Hand APIs
    [IMPROVED] Disable XR camera and hands when Enable on Initialise is disabled
     

    Attached Files:

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  20. sstrong

    sstrong

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    Mars Experience, AI cinematic landings and take-offs.

    After being distracted by some VR work with both SSC and Sticky3D Controller, we'd like to make some more progress on our Mars Experience.

    See here for background.

    We had thought we'd do some more work on say AI Dropships landing and taking off from the Martian landing platform. Our aim is to help you build more cinematic game play with SSC and S3D. Alternatively, we could work on any of these items:
    • Hover-train transit to/from city
    • Finish dropship exterior texturing
    • Switching control between our character (Sticky3D Controller) and flying the dropship
    • Building out the city area (currently it is an empty lattice dome)
    • Equipping the character with a weapon from a rack on the dropship
    Let us know what you'd like to see next. Add you comment below or let us know what you think on Discord or Patreon.
     
  21. sstrong

    sstrong

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    We're giving you more fine grained control over what happens during AI (or player AI-assisted) landings and take-offs.

    upload_2022-9-10_17-50-11.png

    In this example, we use the in-build door animator to automatically raise and lower the landing gear of an AI dropship in TechDemo4. We are also automatically shutting down the engines after the ship has landed on one of the Mars landing pads.

    And we can now do this writing zero lines of code. Yes, you can still use our callbacks in code, and yes, you can configure all this via our APIs, but what if you just want to set it up in the editor. Now you can!
     
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  22. sstrong

    sstrong

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    Coming in Sci-Fi Ship Controller 1.3.6

    upload_2022-9-14_16-12-55.png

    When modifying paths in SSC, it is possible to select multiple path points in the scene and drag them all up or down. However, for more precise adjustments you might wish to key in an exact value for multiple points at the same time. This is now possible via the "Modify Attributes" button on the Path tab.
     
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  23. sstrong

    sstrong

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    Coming in Sci-Fi Ship Controller 1.3.6
    These two little check boxes open up some great new visual opportunities in your games. These enable you to do things like have some thrusters running at say 20% when the ship is stationary in a hangar or on a landing pad when docked.

    upload_2022-9-16_16-40-4.png

    They also let you have some thrusters active on player ships when the user has released say the forward thrust button or controller input.

    We are using these in the up-coming Tech Demo 4 when ships warm up engines before lift-off.
     
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  24. sstrong

    sstrong

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    Configure Camera Shake from events in Inspector

    upload_2022-9-19_9-50-39.png

    Coming in Sci-Fi Ship Controller 1.3.6, is the ability to trigger camera shake from events in the inspector (rather than writing a couple of lines of C# code). This will make it easier for non-coders or coders who want to configure something in the editor.

    This example is triggered via a ShipDocking component when an AI dropship takes off from a landing pad. You can see, it is easy to make the adjustments to get the effect you're after.
     
  25. sstrong

    sstrong

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  26. shikhrr

    shikhrr

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    Hey

    I am looking into the asset. The controller is nice. I have questions about Obstacle avoidance. It seems AI ships get stuck on terrain, buildings, and at other places. I read that it uses raycasts. Is there a way to visualize those raycasts? I also want to improve it so that it works for my game. Currently is not usable. Could you provide some info about the code and where to modify it? I want to modify the behaviour.
     
  27. sstrong

    sstrong

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    Have you tried increasing the radius of your ship for obstacle avoidance?

    You could also write a custom behaviour for obstacle avoidance that better suits your game.

    upload_2022-9-30_15-23-2.png

    There are more details in the manual about using and creating custom behaviours.
     
  28. shikhrr

    shikhrr

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    I tried increasing the radius. It did not help much. I am thinking of writing a custom behavior.
     
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  29. sstrong

    sstrong

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    Tech Demo Recap

    For those unaware, Tech Demos in Sci-Fi Ship Controller, are where we take various technologies and create a mini game. These show you how to do things in your own games.

    In early 2020, we released Tech Demo 1 (aka AG SSC Racer) which was built from the Anti-gravity Racer Demo scene which is included with Sci-Fi Ship Controller.

    AG_SSC_Racer.png

    In the third quarter of 2020, we released Tech Demo 2, and included the whole mini game with SSC.

    ssctech2_TitledHeroArt_1920x1080.png

    Tech Demo 2
    News Update 1
    News Update 2
    News Update 3

    In 2021, we released Tech Demo 3 as part of Sci-Fi Ship Controller 1.3.0. We also provided integration with our Sticky3D (character) Controller.

    SSC_TechDemo3_Fire.png

    Tech Demo 3
    News Update 2
    News Update 3
    News Update 4
    News Update 5
    News Update 6
    News Update 7

    In 2022, we're working on Tech Demo 4

    TD4_TakeOff1atxt2.png

    Tech Demo 4
    News Update 1
    News Update 2
    News Update 3
    News Update 4
    News Update 5
    News Update 6
    News Update 7
    News Update 8
    News Update 9
    News Update 10
     
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  30. sstrong

    sstrong

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    upload_2022-10-17_19-31-10.png

    Version 1.3.6 is now available and includes the following updates since 1.3.5:

    [NEW] EnableShip API configurable from inspector event or callback method
    [NEW] PlayerInputModule - Enable or Disable XR Camera and Hand APIs
    [NEW] ShipDocking - Events configurable in the inspector and supporting APIs
    [NEW] Thrusters - optional FX when stationary or no thruster input
    [NEW] ShakeCameraDelayed and ShakeCamera API callable from inspector events
    [NEW] SetThrusterThrottle API for setting individual thrusters
    [NEW] SetMaxThrustNewtons API for fine-grained control with ultra-light weight ships
    [NEW] Ship callbackOnWeaponFired delegate
    [FIXED] Thrusters may have Throttle > 0 when Thruster Systems have not started
    [IMPROVED] Disable XR camera and hands when Enable on Initialise is disabled
    [IMPROVED] Shutdown[Startup]ThrusterSystems APIs callable from inspector events
    [IMPROVED] Path editing - add or subtract y-axis position for multiple selected Locations
     
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  31. sstrong

    sstrong

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    Coming in Sci-Fi Ship Controller 1.3.7

    upload_2022-11-4_10-1-25.png

    Zoom includes an API for easy access from your code or via say a Custom Player Input set up in the editor. It can be used for ship cameras or Point of Interest cameras on the main display or a second screen.
     
  32. sstrong

    sstrong

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  33. sstrong

    sstrong

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  34. sstrong

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    Mars Tech Demo - Interactive Experience - Update 11

    Sci-Fi Ship Controller and Sticky3D Controller continue to get new features that will also be used in our Mars Tech Demo, a.k.a., Tech Demo 4. We endeavour to keep people updated on coming features on our Patreon page. Keep a look out there or for announcements on our Discord channel.

    Since our last TD4 update, we've been working on a bunch of things. However, the highlights include:
    • More control over starting and stopping thruster systems (SSC)
    • Physics-model path following enhancements (SSC)
    • Sticky3D sockets (S3D)
    • A laser blaster / rifle just in case you need one on Mars... (S3D)
    We've also completed a short Sticky3D sockets tutorial showing how we integrate these with an SSC drop ship. You can view that on either the public Patreon page mentioned above, or our Youtube channel.

    Recap:
    Tech Demo 4
    News Update 1
    News Update 2
    News Update 3
    News Update 4
    News Update 5
    News Update 6
    News Update 7
    News Update 8
    News Update 9
    News Update 10
     
    Last edited: Jan 23, 2023
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  35. sstrong

    sstrong

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    If you are Starting and Stopping Thruster Systems...

    upload_2022-12-24_17-1-32.png

    While testing take-off and landing sequences for Tech Demo 4, we've noticed that in some cases the thrusters fail to come online and/or the thruster FX don't shutdown or start correctly.

    If your Thruster Systems are always started, you're unlikely to encounter this (odd) behaviour. If you need a fix before 1.3.7 is released just ping us here or on Discord.
     
  36. sstrong

    sstrong

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    Link to Tutorials has changed.

    Why? We've updated our website.

    Here is the new link.

    The "Tutorials" button has been updated in Sci-Fi Ship Controller 1.3.7 Beta 4a or newer. For existing customers, this is available from the Beta Program or you can use the link above and wait for the next Unity Asset Store release.
     
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  37. sstrong

    sstrong

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    Mars Tech Demo - Interactive Experience - Update 12

    upload_2023-1-27_19-58-22.png

    We continue to add new features to both Sci-Fi Ship Controller and Sticky3D Controller as we build out our Tech Demo 4 mini-game. Since our last update we've been working on the following items.

    • Cut scene mechanics to enter atmosphere of Mars from space
    • Sticky3D socket and equip animation mechanics
    • Switch between dropship and Sticky3D character
    • Better control over weapons in Sticky3D

    Recap:
    Tech Demo 4
    News Update 1
    News Update 2
    News Update 3
    News Update 4
    News Update 5
    News Update 6
    News Update 7
    News Update 8
    News Update 9
    News Update 10
    News Update 11
     
  38. sstrong

    sstrong

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    Warp Component

    We are working on a warp script that will allow a spaceship to remain stationary while appearing to move through space. It is going to double as a planet atmosphere re-entry script which we'll use in our Tech Demo 4 scene.

    Let us know what features it should have here or on our Discord or public Patreon channels.
     
  39. sstrong

    sstrong

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    Coming in Sci-Fi Ship Controller 1.3.7

    upload_2023-2-17_8-19-6.png

    Our new Ship Warp Module is almost ready for release!

    This module can be used for two related purposes. Firstly, to give the appearance of flying rapidly through deep space. This could be like a Star Trek Warp drive effect, flying through some kind of vortex or space-time-tunnel, or create the allusion of a Star Wars style Hyperdrive system.

    Secondly, you could use it as part of a cut-scene to fly from space through a planet’s atmosphere.

    And we've designed it to be extendable too.
     
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  40. sstrong

    sstrong

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    Enhancements in Sci-Fi Ship Controller 1.3.7

    upload_2023-2-18_16-54-58.png

    Our Ship Display Module (a.k.a. HUD) is getting optional fade-in and fade-out messages in version 1.3.7. Here are some of the changes coming:

    [NEW] Ship Warp Module with API
    [NEW] Camera Module - Zoom with API
    [NEW] DemoSimpleGroupLOD script - render culling for groups of non-LOD objects
    [NEW] ShipDisplayModule (HUD) - fade messages in and out
    [FIXED] DisableShipMovement and EnableShipMovement do not check if ship is initialised
    [FIXED] Thrusters Started at runtime in the editor
    [FIXED] Thruster Systems may not come online in some scenarios
    [IMPROVED] SSCManager - Context menu - start or stop editing a path in scene view
    [IMPROVED] ShipDockingStation - Events have their own tab in the editor
    [IMPROVED] Enhanced path following for Physics Model ships
    [IMPROVED] Updated link to tutorials
    [IMPROVED] Updated documentation links
     
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  41. sstrong

    sstrong

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    Mars Tech Demo - Interactive Experience - Update 13

    You might have noticed that we've added the Ship Warp Module to Sci-Fi Ship Controller. We've been working on integrating that with Tech Demo 4 and ensuring we don't need loading screens to approach the planet.

    Wherever possible we use SSC (and/or Sticky3D Controller) to do all the heavy lifting and then write a bit of code to glue the features together to make actual game play. The aim is always to provide you with tools to use in your own projects.

    Here are a few shorts cut from the Mars re-entry sequence for Tech Demo 4. Hopefully it will inspire you to produce something special in your games.



    Recap:
    Tech Demo 4
    News Update 1
    News Update 2
    News Update 3
    News Update 4
    News Update 5
    News Update 6
    News Update 7
    News Update 8
    News Update 9
    News Update 10
    News Update 11
    News Update 12
     
  42. sstrong

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    Sci-Fi Jump Gates

    We've been wanting to do these for a while - and now they are here!

     
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  43. sstrong

    sstrong

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    Sci-Fi Ship Controller 1.3.7 is now live!

    SSCWarp1.png

    This update includes the following changes since 1.3.6.:

    [NEW] Ship Warp Module with API (in technical preview)
    [NEW] Camera Module - Zoom with API
    [NEW] DemoSimpleGroupLOD script - render culling for groups of non-LOD objects
    [NEW] ShipDisplayModule (HUD) - fade messages in and out
    [NEW] Thrusters - option to adjust minimum effects rate by throttle
    [FIXED] DisableShipMovement and EnableShipMovement do not check if ship is initialised
    [FIXED] Thrusters Started at runtime in the editor
    [FIXED] Thruster Systems may not come online in some scenarios
    [FIXED] Default font in Unity 2022.2+
    [FIXED] Muzzle FX not returned to pool when damage region of weapon destroyed
    [FIXED] Tech Demo 2 mission end menu may not appear
    [IMPROVED] SSCManager - Context menu - start or stop editing a path in scene view
    [IMPROVED] ShipDockingStation - Events have their own tab in the editor
    [IMPROVED] Enhanced path following for Physics Model ships
    [IMPROVED] Celestials - options to support jump gate scenarios for built-in and URP
    [IMPROVED] Updated link to tutorials
    [IMPROVED] Updated documentation links

    If you don't own SSC, you can get it here.
     
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  44. dmenefee

    dmenefee

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    Congratulations! Nice work!
     
  45. sstrong

    sstrong

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    Coming in Sci-Fi Ship Controller 1.3.8

    upload_2023-2-28_8-27-15.png

    Brake Flight Assist helps a ship slow down quickly when approaching zero velocity. Previously it only worked on the local z-axis. Now, thanks to one of our Patreon backers making a suggestion to help their gameplay, it can be configured to work on the local x and/or y axis.
     
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  46. sstrong

    sstrong

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    2,252
    SSCManager controls our object pooling system (projectiles, sounds, effects etc), and path system. Each scene has its own manager. In version 1.3.8 we'll be adding support for using additive scenes.

    Sometimes you might want to asynchronously load one scene while another is still in use - like say when using our new Warp Module with jump gates.
     
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  47. sstrong

    sstrong

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    In the latest beta (1.3.8 Beta 2f) we have revised the new Brake Flight Assist options to include variable strength on X an Y axis.

    upload_2023-3-20_7-54-16.png
     
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  48. rickytsmith

    rickytsmith

    Joined:
    May 22, 2013
    Posts:
    27
    Does this controller actually work _ I bought it years ago and just recently tried it for an upcoming project. From a a fresh install with no changes none of the demo scenes allow you to fully control the ship. Some scenes you get partial conrol and you can rotate or move backwards but that is all. I imagine that the project does not set up the correct axis. It says tht it supports all input types so expected it at least to work with mouse / keyboard but no.....,
    The only scene that allowed you to control the ship more or less is the asteroids scene, however can't be working correctly because the actual control is awful.
     
    Last edited: Mar 24, 2023
  49. sstrong

    sstrong

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    Sure they work. By default setup for legacy input (keyboard) as that is what most people have out of the box. Check the Player Input Module settings on the ships. The Asteroid demos scene is all AI ships so no user input.

    Player Input Module has a huge amount of configuration options with various input systems.

    Which version of Unity? Which version of SSC?

    Have you read the Demo section in the manual and also the chapter on Player Input Module?
     
    Last edited: Mar 24, 2023
  50. rickytsmith

    rickytsmith

    Joined:
    May 22, 2013
    Posts:
    27
    Thanks for the reply,
    Latest version of SCC downloaded yeterday via PM.
    Using Unity 2021.3.16f1 LTS.
    You are correct the Asteroids scene is AI only I was referring to the Docking scene. That is the only scene that picks up input from the mouse, however I must say that the actual "control" of the ship with the mouse is not good which makes me think that something is not quite right. To be honest I haven't looked in any detail at what the default input settings are on anything as I am running a default setup which means it is using the old unity input system by default - I havent installed the new Input system as yet.
     
    Last edited: Mar 24, 2023