Discord Channel | Website From the makers of Landscape Builder, and LB Enviro Pack 1, comes a brand new asset full of technical know-how and goodness. Popularized by the Star Wars saga, complex space planes which can move between planet surfaces and space with ease, are now the staple diet of gamers worldwide. The maths is extreme, which is why we take care of this for you. NASA would call this a Space Plane controller. It can control a "craft" like an airplane while inside a planet's atmosphere, but can also act like a spaceship while in space. What is Sci-Fi Ship Controller? Sci-Fi Ship Controller is an asset that allows you to quickly and easily turn your ship models into fully-functioning, flying ships. How do I use it in Unity? Currently, it consists of two main modules: The Ship Control Module and the Player Input Module. The Ship Control Module is a script that can be added to ship models to turn them into flyable ships, complete with all the parameters needed to tweak their behaviour to your liking. The Player Input Module is a script that can be added to any ship with the Ship Control Module already attached to map inputs from the Unity input manager and other input sources to the Ship Control Module in order to let a player control the ship. Why should I use Sci-Fi Ship Controller instead of another asset? One of the main things we've worked really hard on with Sci-Fi Ship Controller is its ease of use. All the parameters in the modules are arranged logically and have headers describing their functionality. In addition to this, every editable parameter has an associated tooltip, so if you're unsure about what something does you can simply hover your mouse over it and get a brief description. We've also tried to write Sci-Fi Ship Controller in a way that makes sense to all game developers, not just ones that have a degree in aerodynamic engineering or physics. We'll continue to work on this aspect throughout the beta: Your feedback matters to us. One of the other strengths of Sci-Fi Ship Controller is its versatility. It isn't an asset JUST for arcade spaceships, JUST for aircraft or JUST for hover-ships: If it flies, then there's a good chance you can make it with our asset (and if you can't, feel free to let us know so that we have to opportunity to improve Sci-Fi Ship Controller in that regard). As well as this, Sci-Fi Ship Controller is completely physics-based. All movements are driven by Unity's built-in physics, which provides a great feel for players and ensures you won't encounter any strange behaviour caused by our asset fighting with the physics engine. Finally, Sci-Fi Ship Controller is designed from the ground up for performance. We've tried as much as possible to follow best practice and avoid expensive allocations and function calls, so Sci-Fi Ship Controller should only comprise a minimal part of your performance budget. The Combat system supports DOTS (Entities, Jobs, Burst Compiler in Unity 2019.1). OK, but why is there a beta for this thing, and why should I sign up for it? As mentioned before, we really want your feedback on Sci-Fi Ship Controller: What works, what doesn't and what needs improvement. Since we designed Sci-Fi Ship Controller to be used in games, we want to test how it works in actual games, and see how it can be improved to suit the workflows of game developers. As for why you should sign up for it, you'll be able to use the early versions of Sci-Fi Ship Controller in the beta for free! There will also be lots of opportunities to let us know which of the planned features you want us to implement first, as well as any other features you think would be useful. You'll be able to provide feedback on systems that don't work as well as they could and suggest improvements for the features that work well. When is the beta coming out? The beta is available now. Private message me with your name and email address to sign-up.