Welcome
About ARC and what's included int he package
Last updated
About ARC and what's included int he package
Last updated
Arcade Rotorcraft Controller (ARC) is a simple vehicle controller for flying vehicles with a rotor* - for example: drones and helicopters.
Included is a Rotorcraft Builder editor window, which allows you to setup a new rotorcraft in seconds! Just link the required objects and fill in the details, press a button and you’ve got your new vehicle!
The settings for a rotorcraft (speed, turning, pitch, roll, etc.) are saved in a ScriptableObject, meaning you can re-use the same values for hundreds of different rotorcrafts, and only have to tweak them in 1 place.
Also included, are examples of how to interact with the vehicle controller for player input and AI, as well as classes to control particle effects for a trail and ground dust from the rotorcrafts thrust when it's close to the ground.
* nb: this does not include winged vehicles.
/Demo/ - In this folder is extra items that are used purely for the demo scene. Once you no longer require the demo scene, you may delete this folder without any issues. /Examples/ - This folder is important, it holds examples for various parts of the asset for you.
/Examples/Effects/ - Quick, simple effects used to demonstrate smoke trails and tire trails from the vehicles. They’re here to show setup, they’re not production quality assets.
/Examples/Models/ - FBX files for the vehicles, and their prefabs with the correct hierarchy setup that the asset requires.
/Examples/Prefabs/ - Premade prefabs for a few different examples of rotorcraft. These are used in the demo scene. Use these as reference if you encounter any issues with your own vehicles.
/Examples/Settings/ - These ScriptableObjects hold the data for each example rotorcraft. A rotorcraft requires a setting asset, assigned to the RotorcraftBehaviour component. An empty AudioData asset is also included.
/Scripts/ - The scripts used to simulate the vehicle movement and control the effects.
/Scripts/Aduio/ - Audio classes to control the engine sound.
/Scripts/Editor/ - Editor scripts, which give a custom inspector for RotorcraftBehaviour.cs, and the prefab builder editor window scripts. In here there is also a ScriptableObject to save your builder window data.
/Scripts/Examples/ - Example scripts to show you how you might want your own classes to communicate with RotocraftBehaviour.cs. These are optional, however, they are used on the example prefabs, deleting these scripts will give you missing component references on those.
The demo scenes require some of Unity's packages to work. When importing AVC a prompt will be displayed asking for you to confirm the import for the following packages:
TextMesh Pro
Cinemachine