I got it set up with my flight stick which works good but the other inputs (like camera change for example) don't seem to work after I switch to custom input. It would be nice if you could assign them to different buttons on controllers.
Modular Utility Drone And Platform
How to control with a PAD
- Left stick for yaw and pitch
- Right stick for roll and throttle
- D-pad for camera rotation
- RB to reset camera rotation
- LB activates fire extinguisher
- Left Stick Button toggles stabiliser
- Y to start/stop engines
- X toggles fixed hover height
- B to change camera
- A toggles camera uptilt
- Select to toggle control mode
- Start to reset
There are currently 4 control modes that change the directional input for the left and right analogue joysticks. The written settings are for "FPS 1".
How to control with your MOUSE and KEYBOARD
- W & S controls pitch
- A & D controls yaw
- Q, E, left & right arrows controls roll
- R to start/stop engines
- Space & up arrow thrusts up
- Left shift & down arrow thrusts down
- Control activates fire extinguisher
- Mouse rotates camera
- TAB changes camera
- C resets camera
- F toggles camera uptilt
- B toggles the battery
- H toggles fixed hover height
- X toggles acrobatics mode
- U toggles the HUD
- O toggles draw distance based on framerate
- P toggles the possibility of O
- L toggles debug screen
- Backspace resets
How to get the drone in the air
- Check that the drone has battery by switching camera from outside to FPV by clicking either B on the pad or TAB on the keyboard.
- Activate the engines by pushing either Y on the pad or R on the keyboard.
- To take off push the throttle-stick upwards or press up arrow or space on the keyboard.
- Release directions once desired height has been reached.
- You are now flying. If not, let me know in the comments below.
This is attempting to be the most accurate real-time 3D drone simulator in existence using Unity 3D version 5.5. It is going to be used to showcase the modular utility drone and its platform with as much functionality as possible to reflect their potential real-life usage. The deadline for a decent presentation is the 1st of December 2016.
This is WIP in progress work and just meant to test. It's in constant development too. Physics and handling need to be tweaked and more functionality needs to be added.
Right now you can only fly around and test the FIRE EXTINGUISHER to see if you can extinguish the randomly placed (up to) twenty red-hot balls (no flying into them any more). :3c
The filesize is around 68 megabytes now! Sorry~! (This is because a lot of textures are being used.)
P.S. Thanks for all the feedback! I have implemented all the changes requested now. If you have more requests, let me know.
P.P.S. This game might be getting the VR-treatment thanks to Youblob. :'3
Known bugs and issues:
- Experimental performance script is in place to try to keep a stable 60 fps.
- The fire extinguisher spray is a bit simple.
- Jittering has caused HUD-movement to be disabled for now.
- Random weird 1 frame glitches where the screen seems to turn around and objects get twisted and misplaced.
- The flight HUD directional floaters are a bit inaccurate.
- Drone control handling is a tiny bit inaccurate.
- Filesize is getting out of hand right now, but will be lowered.
- The sun appears when it feels like it.
- Static object hitboxen are inaccurate and wonky.
- The spinning propellers don't accurately reflect thrust.
|Updated||26 days ago|
|Tags||3D, drone, drones, flying, Open World, Physics, Post-apocalyptic, Sandbox, Singleplayer, Unity|
|Average session||A few minutes|
|Inputs||Keyboard, Mouse, Xbox controller, Joystick|
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Sorry, but this project will not be continued. ;_;
Oh well :(
There might be other drone-projects, though. ;w;
why not? it seems pretty dope tbh, like almost life like handling just needs a little graphical work and polishing and you could probably slap this into a AAA game as a cool game mechanic, keep it up my guy!
Sweet! Love how the dust kicks up. Took me a minute to figure out you had to start the engine first though...
Also, I could only get some of the keyboard controls to work (desktop, linux, Firefox/Chrome/Chromium)
- W, S, A, D, Q, E, R, B, X Space/Up, LShift/Down, Ctrl, Tab, Backspace
Not Working (does nothing):
- C, F, H, U, L (not sure about O), (not sure what P does?)
And I can't get the mouse to do anything (like move the camera).
But other wise sweet! Loads fast, runs smooth and is very responsive to input.
Hi man, sorry about your difficulties. I have mainly made this for controller-support, and in specific the X-boxen-range of controllers (360 and Xbone).
To get the mouse to work you need the pointer over the game window. Try playing in fullscreen, maybe that will work. Also WebGL isn't satisfyingly supported in a few browsers yet so there might still be issues.
I will look into this, though. Thank you for letting me know.
No worries! For a prototype it's actually kinda fun to play.
I can't get the mouse to do anything except display a cursor over the game though (tried full screen, tried clicking on the game) - but it might just be a linux thing.
If you developed mainly for the controller, it makes sense that the odd keyboard/mouse bug could be lurking around.
This might be dumb but try clicking the game window with the mouse cursor over it and then try dragging the mouse around.
If this doesn't work then I don't know what is going on. Due to security concerns I cannot capture the mouse if it is outside the game window, so try fullscreen.