Year/Date of Issue:03.01.2019
Version: 1.21
Developer: VSXGames
Developer site: _https://assetstore.unity.com/packages/templates/systems/space-combat-kit-108097
Bit depth: 64bit
Interface language: English
Tabletka: not required
System requirements: Unity 2017.3.1 or higher
Description:
The Space Combat Kit for Unity is designed to make it easy for you to create anything from a simple arcade space shooter to a complex space sim.
With the flexible “Vehicles/Subsystems/Modules” structure, it’s easy to create all kinds of ships, weapons and ship modules, and let your players choose their ship and weapons in the loadout menu before fighting exciting AI opponents.
Use only what you need – with the modular structure of this kit, anything you don’t need can’t hurt. And adding things that make your game stand out is as easy as creating new modules.
Engines:
– Variety of flight control options.
– Customize and customize controls in the inspector.
– 6 degrees of freedom of space flight.
– Boost mode.
– Flexible structure for creating control scripts for different ships.
– Redesigned integration.
Weapon:
– Throwing weapon.
– Beam weapons (pulse and steady).
– Self-guided missiles.
– Bind weapons to triggers and create weapon groups as you play.
– Manage visualization of targets on the HUD for several types of weapons.
– Ability to block multiple missiles.
– Aim assistance / snap.
radar:
– Target selection (Next, Previous, Nearest, Front).
– VR-ready HUD.
– HUD to track targets.
– Target tracking arrows outside the screen.
– Aiming mark.
– 3D holographic radar.
– Target hologram panel.
– Customize graphics and colors for different teams/types.
– Effective with many targets on the screen.
Health:
– Various types of health (shields, armor, etc.).
– Layers of colliders (for example, shields over armor).
– Several damaged parts on one ship.
– Assign health generators in the load menu.
– Restoring health with the help of a collider (for example, medical ships).
Power:
– Shared or independent power for each subsystem.
– Direct power to different subsystems while playing.
– Optional power consumption for modules (eg weapons).
– Load powerplants in the unload menu.
Modules/Loadout:
– Very flexible module/module attachment system.
– Easily create new modules (like weapons) for players to choose from.
– Specify the types of modules to mount.
– Unload menu (select ship and module).
AI:
– Fully controlled AI physics.
– Flexible for fighters on capital ships.
– Team leader for teamwork and strategy.
– Avoidance of obstacles.
– patrolling.
– Flight formation.
– The battle.
camera:
– Smooth, adjustable tracking camera.
– Easily create new camera views.
– Trigger camera shake effects.
– FOV effect during boost.
General:
– Floating origin for large game environments.
– Player entry/exit ships.
– Flexible event manager at the stage level.
– Easy to use object pool.
Integrations:
behavioral constructor
soldered
Have fun creating a space game with the space battle set!