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Question by MurphDev · May 22, 2018 at 12:41 AM · c#charactercontrollercontroller

Making a player controller for a jet fighter

Hi there!

My name is D'Carlo Murphy and this maybe the second time I'm asking a question here so if I'm doing anything wrong just let me know.

So a little background to really understand my situation. I'm 18 getting into game development, had a few hiccups but I've found a 'simple' game I could try for my first ever game. I'm...familiar with C#, I understand what variables and functions are. Trying to understand coroutines and more stuff so I'm not a newborn to C# but more of a toddler.


Now my real problem. I'm trying to make a player controller script for an airplane. So far I've got my little plane I named "The StarChaser" with a rigidbody with use gravity turned off just for now for simplicity sake. I also have the main camera as a child to the plane so it can follow it (although I'm sure when my plane starts turning that this simple fix will be obsolete) along with really simple C# script that basically makes the plane go forward and that's basically it for controls.


What I'm aiming for is sort of plane controls that a game like War Thunder has for their planes. I'm not going for complexity (cause it is supposed to be a arcade voxel themed game) but where my plane would roll and yaw and follow the player's mouse cursor. Any ideas how I would get this sort of affect?

I'll also leave the code I've typed up so far below, don't laugh I'm still on training wheels lol.alt text

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Controls : MonoBehaviour {
 
 
     //Demo!!!!!!
     //Yes I should leave more comments...
     //Forward is Left, Backward is Right, 
 
     public float maxSpeed;
     public float decAltSpeed;
     public float incAltSpeed;
     public float curSpeed;
     public float appliedSpeed;
 
     public float airBrakeForce;
 
     private Rigidbody myRigid;
 
     void Start ()
     {
         myRigid = GetComponent<Rigidbody>();
     }
 
     private void FixedUpdate()
     {
         curSpeed = myRigid.velocity.x;
 
         if(curSpeed <= maxSpeed)
         {
             curSpeed = maxSpeed;
             Debug.Log("We're going too fast!");
         }
         if(curSpeed >= maxSpeed)
         {
             curSpeed = maxSpeed;
         }
 
         if (Input.GetKey("w"))
         {
             //Applying forward speed with key press "W"
             myRigid.AddRelativeForce(Vector3.left * appliedSpeed);
             if (curSpeed >= incAltSpeed)
             {
                 myRigid.AddRelativeForce(Vector3.up * 5);
             }
         }
     }
 }
 


2018-05-21-5.png (261.8 kB)
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