├── Assets ├── Lighting Settings.lighting ├── Lighting Settings.lighting.meta ├── Materials.meta ├── Materials │ ├── Pipe.mat │ ├── Pipe.mat.meta │ ├── Roads.mat │ ├── Roads.mat.meta │ ├── Ship.mat │ ├── Ship.mat.meta │ ├── ShipGlass.mat │ ├── ShipGlass.mat.meta │ ├── ShipWings.mat │ └── ShipWings.mat.meta ├── Models.meta ├── Models │ ├── TrackPipes.fbx │ └── TrackPipes.fbx.meta ├── Scenes.meta ├── Scenes │ ├── Main.meta │ ├── Main.unity │ ├── Main.unity.meta │ └── Main │ │ ├── CM vcam1 Profile.asset │ │ ├── CM vcam1 Profile.asset.meta │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── Lightmap-0_comp_dir.png │ │ ├── Lightmap-0_comp_dir.png.meta │ │ ├── Lightmap-0_comp_light.exr │ │ ├── Lightmap-0_comp_light.exr.meta │ │ ├── Lightmap-1_comp_dir.png │ │ ├── Lightmap-1_comp_dir.png.meta │ │ ├── Lightmap-1_comp_light.exr │ │ ├── Lightmap-1_comp_light.exr.meta │ │ ├── Lightmap-2_comp_dir.png │ │ ├── Lightmap-2_comp_dir.png.meta │ │ ├── Lightmap-2_comp_light.exr │ │ ├── Lightmap-2_comp_light.exr.meta │ │ ├── Lightmap-3_comp_dir.png │ │ ├── Lightmap-3_comp_dir.png.meta │ │ ├── Lightmap-3_comp_light.exr │ │ ├── Lightmap-3_comp_light.exr.meta │ │ ├── Lightmap-4_comp_dir.png │ │ ├── Lightmap-4_comp_dir.png.meta │ │ ├── Lightmap-4_comp_light.exr │ │ ├── Lightmap-4_comp_light.exr.meta │ │ ├── Lightmap-5_comp_dir.png │ │ ├── Lightmap-5_comp_dir.png.meta │ │ ├── Lightmap-5_comp_light.exr │ │ ├── Lightmap-5_comp_light.exr.meta │ │ ├── Lightmap-6_comp_dir.png │ │ ├── Lightmap-6_comp_dir.png.meta │ │ ├── Lightmap-6_comp_light.exr │ │ ├── Lightmap-6_comp_light.exr.meta │ │ ├── Lightmap-7_comp_dir.png │ │ ├── Lightmap-7_comp_dir.png.meta │ │ ├── Lightmap-7_comp_light.exr │ │ ├── Lightmap-7_comp_light.exr.meta │ │ ├── Lightmap-8_comp_dir.png │ │ ├── Lightmap-8_comp_dir.png.meta │ │ ├── Lightmap-8_comp_light.exr │ │ ├── Lightmap-8_comp_light.exr.meta │ │ ├── Lightmap-9_comp_dir.png │ │ ├── Lightmap-9_comp_dir.png.meta │ │ ├── Lightmap-9_comp_light.exr │ │ ├── Lightmap-9_comp_light.exr.meta │ │ ├── ReflectionProbe-0.exr │ │ └── ReflectionProbe-0.exr.meta ├── Scripts.meta ├── Scripts │ ├── HoverShip.cs │ └── HoverShip.cs.meta ├── Settings.meta ├── Settings │ ├── ForwardRenderer.asset │ ├── ForwardRenderer.asset.meta │ ├── SampleSceneProfile.asset │ ├── SampleSceneProfile.asset.meta │ ├── UniversalRP-HighQuality.asset │ ├── UniversalRP-HighQuality.asset.meta │ ├── UniversalRP-LowQuality.asset │ ├── UniversalRP-LowQuality.asset.meta │ ├── UniversalRP-MediumQuality.asset │ └── UniversalRP-MediumQuality.asset.meta ├── Terrain.meta ├── Terrain │ ├── New Terrain.asset │ ├── New Terrain.asset.meta │ ├── NewLayer 1.terrainlayer │ ├── NewLayer 1.terrainlayer.meta │ ├── TerrainData_0d89656a-551a-4296-9e4b-d03f891809ac.asset │ ├── TerrainData_0d89656a-551a-4296-9e4b-d03f891809ac.asset.meta │ ├── TerrainData_1441fe38-5f57-456c-b7fc-5290a8f650cf.asset │ ├── TerrainData_1441fe38-5f57-456c-b7fc-5290a8f650cf.asset.meta │ ├── TerrainData_4d43fab5-02e6-4d66-b7c0-4e7e78c901c4.asset │ ├── TerrainData_4d43fab5-02e6-4d66-b7c0-4e7e78c901c4.asset.meta │ ├── TerrainData_7d41c90f-7067-478c-b623-be7795817d57.asset │ ├── TerrainData_7d41c90f-7067-478c-b623-be7795817d57.asset.meta │ ├── TerrainData_87d8b6ef-6b2f-4720-8994-e00b108e53c0.asset │ ├── TerrainData_87d8b6ef-6b2f-4720-8994-e00b108e53c0.asset.meta │ ├── TerrainData_dcef3618-fc23-4f5d-8791-dce095a48659.asset │ ├── TerrainData_dcef3618-fc23-4f5d-8791-dce095a48659.asset.meta │ ├── TerrainData_e83b14a5-64a2-4597-ac4b-26b11eca084f.asset │ ├── TerrainData_e83b14a5-64a2-4597-ac4b-26b11eca084f.asset.meta │ ├── TerrainData_f6a458e7-1f3a-4417-8649-92004f8a4746.asset │ └── TerrainData_f6a458e7-1f3a-4417-8649-92004f8a4746.asset.meta ├── Textures.meta └── Textures │ ├── Grid.png │ ├── Grid.png.meta │ ├── Grid_Emission.png │ ├── Grid_Emission.png.meta │ ├── Sand.meta │ └── Sand │ ├── Sand_C.png │ ├── Sand_C.png.meta │ ├── Sand_Flat_C.png │ ├── Sand_Flat_C.png.meta │ ├── Sand_Flat_N.png │ ├── Sand_Flat_N.png.meta │ ├── Sand_N.png │ ├── Sand_N.png.meta │ ├── Sand_Rocky_C.png │ ├── Sand_Rocky_C.png.meta │ ├── Sand_Rocky_N.png │ ├── Sand_Rocky_N.png.meta │ ├── Sand_Wavy_C.png │ ├── Sand_Wavy_C.png.meta │ ├── Sand_Wavy_N.png │ └── Sand_Wavy_N.png.meta ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md └── Screenshots ├── ExampleScreenshot.jpg └── RecommendedSettings.png 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assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/HoverShip.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Buttermilch { 4 | [RequireComponent(typeof(Rigidbody))] 5 | public class HoverShip : MonoBehaviour { 6 | 7 | [Header("Ship handling")] 8 | [SerializeField] private float _fwdAccel = 50f; 9 | [SerializeField] private float _fwdMaxSpeed = 200f; 10 | private float _oldFwdMaxSpeed; 11 | [SerializeField] private float _maxBoost = 300f; 12 | [SerializeField] private float _brakeSpeed = 70f; 13 | [SerializeField] private float _turnSpeed = 10f; 14 | [SerializeField] private float _turnSpeedInAir = 3f; 15 | [SerializeField] private float _currentSpeed; 16 | private bool _isDead; 17 | private bool _canBoost; 18 | private Transform _startPos; 19 | [Header("Fuel")] 20 | [SerializeField] private float _maxFuel = 100f; 21 | [SerializeField] private float _fuelConsumption = 1f; 22 | [SerializeField] private float _currentFuel; 23 | [Header("Hovering")] 24 | [SerializeField] private LayerMask groundLayer; //objects we want to be able to hover on 25 | private Rigidbody _rb; 26 | private Vector3 previousFrameUpDir; //stores transform.up 27 | [SerializeField] private float _hoverHeight = 3f; //Distance from the ground 28 | [SerializeField] private float _heightSmoothing = 10f; //How fast the ship will readjust to "hoverHeight" 29 | [SerializeField] private float _normalRotSmoothing = 50f; //How fast the ship will adjust its rotation to match ground normal 30 | private float _smoothY = 1f; 31 | [SerializeField] private float _startDelay = 0.2f; 32 | private bool _isGrounded; //Also for modelVFX 33 | [Header("Dropping")] 34 | [SerializeField] private float _dropOffTime = 0.2f; 35 | private bool _isDroppingOff; 36 | private float _oldDropOffTime; 37 | [SerializeField] private float _rotationLerp = 7f; //how fast we will rotate towards the ground if ship is in the air 38 | [SerializeField] private float _downForce = 5f; //how fast we will sink down if ship is in the air 39 | private float _olddownForce; 40 | private bool _dropOffForceAdded; 41 | 42 | private void Start() { 43 | //ship handling 44 | _currentSpeed = 0f; 45 | _oldFwdMaxSpeed = _fwdMaxSpeed; 46 | _canBoost = true; 47 | _isDead = false; 48 | _startPos = transform; 49 | //fuel 50 | _currentFuel = _maxFuel; 51 | //hovering 52 | _rb = GetComponent(); 53 | _rb.useGravity = false; 54 | _isGrounded = true; 55 | //dropping 56 | _isDroppingOff = false; 57 | _oldDropOffTime = _dropOffTime; 58 | _olddownForce = _downForce; 59 | _dropOffForceAdded = false; 60 | 61 | } 62 | 63 | private void Update() { 64 | 65 | if (_startDelay > 0f) _startDelay -= Time.deltaTime; 66 | else DrivingBehaviour(); 67 | 68 | previousFrameUpDir = transform.up; 69 | } 70 | 71 | private void FixedUpdate() { 72 | if (_isDead) return; 73 | 74 | TurningBehavior(); 75 | HoverBehavior(); 76 | MoveShip(); 77 | } 78 | 79 | private void DrivingBehaviour() { 80 | if (_isDead) { 81 | return; 82 | } 83 | 84 | if (IsAccelerating()) { 85 | Accelerate(); 86 | ReduceFuel(); 87 | BoostingBehavior(); 88 | 89 | if (IsToFast() || IsOutOfFuel()) Brake(_brakeSpeed); 90 | } else { 91 | Brake(_brakeSpeed); 92 | } 93 | 94 | if (IsOutOfFuel()) _canBoost = false; 95 | if (!IsMoving() && _isGrounded) _rb.velocity = Vector3.zero; 96 | 97 | if (_isDroppingOff) _dropOffTime -= Time.deltaTime; 98 | 99 | } 100 | 101 | /// 102 | /// Handles boosting logic. 103 | /// 104 | private void BoostingBehavior() { 105 | if (IsBoosting() && _canBoost) { 106 | _fwdMaxSpeed = _maxBoost; 107 | return; 108 | } 109 | _fwdMaxSpeed = _oldFwdMaxSpeed; 110 | } 111 | 112 | /// 113 | /// Handles either ground- or air behaviour. 114 | /// 115 | private void HoverBehavior() { 116 | if (!_isGrounded) { 117 | AirBehavior(); 118 | return; 119 | } 120 | GroundBehavior(); 121 | } 122 | 123 | 124 | /// 125 | /// Tries to rotate towards the ground by shooting a raycast straight down. 126 | /// Uses same logic as in GroundBehaviour(). 127 | /// Then adds a down force to the spaceship to let it sink. Eventually the raycast will then again hit something. 128 | /// 129 | private void AirBehavior() { 130 | RaycastHit rotationHit; 131 | 132 | if (Physics.Raycast(transform.position, Vector3.down * 50, out rotationHit, groundLayer)) { 133 | Vector3 desiredUp = Vector3.Lerp(transform.up, Vector3.up, Time.deltaTime * _normalRotSmoothing); 134 | Quaternion tilt = Quaternion.FromToRotation(transform.up, desiredUp) * transform.rotation; 135 | transform.localRotation = Quaternion.Lerp(transform.localRotation, tilt, _rotationLerp * Time.deltaTime); 136 | } 137 | 138 | if (_dropOffTime > 0f) return; 139 | 140 | _downForce += 10 * Time.deltaTime; 141 | transform.localPosition += Vector3.down * _downForce * Time.deltaTime; 142 | RaycastHit hit; 143 | 144 | if (!Physics.Raycast(transform.position, Vector3.down * 50, out hit, groundLayer)) return; 145 | 146 | if (hit.distance <= _hoverHeight) { 147 | _dropOffTime = _oldDropOffTime; 148 | _dropOffForceAdded = false; 149 | _downForce = _olddownForce; 150 | DropOn(); 151 | } 152 | 153 | 154 | } 155 | 156 | 157 | /// 158 | /// Aligns spaceship rotation to the normal of the mesh below and adjusts its height to the surface. 159 | /// 160 | private void GroundBehavior() { 161 | RaycastHit hit; 162 | if (!Physics.Raycast(transform.position, -previousFrameUpDir, out hit, 10f, groundLayer)) { 163 | _isGrounded = false; 164 | return; 165 | } 166 | _isGrounded = true; 167 | 168 | Vector3 desiredUp = Vector3.Lerp(previousFrameUpDir, hit.normal, Time.deltaTime * _normalRotSmoothing); 169 | Quaternion tilt = Quaternion.FromToRotation(transform.up, desiredUp) * transform.rotation; 170 | transform.localRotation = tilt; 171 | 172 | _smoothY = Mathf.Lerp(_smoothY, _hoverHeight - hit.distance, Time.deltaTime * _heightSmoothing); 173 | transform.localPosition += previousFrameUpDir * _smoothY; 174 | } 175 | 176 | /// 177 | /// Turns ship by input or stops angular rotation if no input. 178 | /// 179 | private void TurningBehavior() { 180 | if (IsTurning()) { 181 | TurnShip(); 182 | return; 183 | } 184 | StopAngularRotation(); 185 | } 186 | 187 | /// 188 | /// Turns spaceship either by ground factor or in air factor. 189 | /// 190 | private void TurnShip() { 191 | if (IsOutOfFuel()) return; 192 | float speed = _isGrounded ? _turnSpeed : _turnSpeedInAir; 193 | print("turning " + previousFrameUpDir * speed * Input.GetAxis("Horizontal") * Time.fixedDeltaTime); 194 | _rb.AddTorque(previousFrameUpDir * speed * Input.GetAxis("Horizontal") * Time.fixedDeltaTime, ForceMode.Impulse); 195 | } 196 | 197 | /// 198 | /// Linearly stops angular rotation over time 199 | /// 200 | private void StopAngularRotation() { 201 | _rb.angularVelocity = Vector3.Lerp(_rb.angularVelocity, Vector3.zero, 0.05f * Time.fixedDeltaTime); 202 | } 203 | 204 | /// 205 | /// Moves rigidobdy by forward vector and current speed. 206 | /// 207 | /// 208 | private void MoveShip() { 209 | _rb.velocity = transform.forward * _currentSpeed * Time.fixedDeltaTime; 210 | } 211 | 212 | /// 213 | /// Reduces current speed to slow down the spaceship. 214 | /// 215 | /// 216 | private void Brake(float brakeSpeed) { 217 | if (_currentSpeed > 0) { 218 | _currentSpeed -= brakeSpeed * Time.deltaTime; 219 | return; 220 | } 221 | _currentSpeed = 0f; 222 | } 223 | 224 | /// 225 | /// Accelerates spaceship by increasing current speed. Accelerates faster when boosting. 226 | /// 227 | private void Accelerate() { 228 | if (IsOutOfFuel()) return; 229 | float speed = IsBoosting() ? _fwdAccel * 2 : _fwdAccel; 230 | _currentSpeed += (_currentSpeed >= _fwdMaxSpeed) ? 0f : speed * Time.deltaTime; 231 | } 232 | 233 | /// 234 | /// Reduces fuel. 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-------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2020 MangoButtermilch 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.cinemachine": "2.6.3", 4 | "com.unity.ide.rider": "1.2.1", 5 | "com.unity.render-pipelines.universal": "8.2.0", 6 | "com.unity.textmeshpro": "3.0.1", 7 | "com.unity.ugui": "1.0.0", 8 | "com.unity.modules.ai": "1.0.0", 9 | "com.unity.modules.androidjni": "1.0.0", 10 | "com.unity.modules.animation": "1.0.0", 11 | "com.unity.modules.assetbundle": "1.0.0", 12 | "com.unity.modules.audio": "1.0.0", 13 | "com.unity.modules.cloth": "1.0.0", 14 | "com.unity.modules.director": "1.0.0", 15 | 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-------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!890905787 &1 4 | VersionControlSettings: 5 | m_ObjectHideFlags: 0 6 | m_Mode: Visible Meta Files 7 | m_CollabEditorSettings: 8 | inProgressEnabled: 1 9 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Lightweight hover ship controller for Unity 2 | 3 | - Example project of a hover ship controller that needes only 1 script 4 | - Note that it is still pretty buggy and not all perfect but it works 5 | - Also collision handling sucks a lot 6 | - Video showcase: https://www.youtube.com/watch?v=1i9Xz7Etlh4 7 | - Last project I used this for https://www.youtube.com/watch?v=O8RazeJlRL4 8 | - Most recent project https://www.youtube.com/watch?v=tdMdTdHcBDo (used for player, AIs & projectiles) 9 | 10 | # Project uses Unity 2020.1.6f1 and URP 8.2.0 11 | 12 | ![Alt text](Screenshots/ExampleScreenshot.jpg?raw=true "Example") 13 | 14 | 15 | # Project Settings 16 | 17 | - The project comes with Xbox controller support. You can look it up in /ProjectSettings/InputManager.asset 18 | - Fixed timestep has been set to 0.012 from 0.2 to get better results (Project settings > Time) 19 | - Video showcase also uses Cinemachine for the camera controls 20 | 21 | # Recommended hover ship settings 22 | 23 | ![Alt text](Screenshots/RecommendedSettings.png?raw=true "Recommended") 24 | 25 | -------------------------------------------------------------------------------- /Screenshots/ExampleScreenshot.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MangoButtermilch/Unity-Hover-Ship-Controller/0c3d27091c200d4461b2a3f4259dfa4347836ac6/Screenshots/ExampleScreenshot.jpg -------------------------------------------------------------------------------- /Screenshots/RecommendedSettings.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MangoButtermilch/Unity-Hover-Ship-Controller/0c3d27091c200d4461b2a3f4259dfa4347836ac6/Screenshots/RecommendedSettings.png --------------------------------------------------------------------------------