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UVC
  • Introduction
  • Installation
    • Installing in New Project
    • Installing in Existing Project - SCK
    • Installing in Existing Project - MCK
  • Space Combat Kit Tour
  • Mech Combat Kit Tour
  • Player Setup
  • Vehicle Framework
    • Game Agents
    • Vehicles
    • Modules
      • Module Mounts
      • Modules
      • Module Types
      • Module Attachments
      • Display Module On UI
      • Module Managers
  • Input
    • General Input
    • Vehicle Input
    • Rewired Integration
  • Player/AI
  • Spaceships
    • Speed UI
    • Space Fighters
    • Capital Ships
  • Mechs
    • Speed UI
  • Vehicle Control Animations
  • Character Enter/Exit
  • Camera
    • Camera Setup
    • Vehicle Setup
    • Secondary Cameras
    • Death Camera
  • Weapons
    • Framework
      • Triggerables System
      • Weapon System
    • Vehicle Setup
      • Vehicle Weapons
      • Cursor Aiming
    • Projectile Weapons
    • Beam Weapons
    • Missile Weapons
    • Resource Handling (Ammo/Heat)
    • Turrets
    • HUD Weapon Info
    • Health Modifier Volumes
  • Radar
    • Radar Setup
    • Target Setup
    • Target Selectors
    • Trackable Types
    • Improving Radar Performance
    • Target Notification
    • Radar Audio
  • Health
    • Health Framework
      • Health
      • Damageable
      • Damage Receiver
      • Health Modifier
      • Health Types
      • Health Modifier Types
      • Surface Types
    • Vehicle Setup
    • Damageable Object Setup
    • Detonators
    • Health Recharge
    • Health UI
    • Energy Shield
    • Damageable Module Linkers
  • HUD
    • HUD Basics
    • HUD Manager Setup
    • Custom HUD Components
    • HUD Module Display
    • Camera View Management
    • HUD Cursor / Reticle
    • Weapon UI
    • Resource Container UI
    • 2D Radar
    • 3D Radar
    • Target Boxes
    • Target Holograms
    • Minimaps
    • HUD Distance Lookup
  • Loadout
  • AI - Space Combat Kit
    • AI Setup
    • AI Spaceship Behaviours
  • AI - Mech Combat Kit
  • Game States
  • Teams
  • Floating Origin
  • Object Pooling
  • Menus
    • Creating Menus
    • Button Controllers
  • Rumbles
  • Rigidbody Characters [WIP]
  • Utilities [WIP]
    • Object Triggers
    • Shadow Caster Doubles
    • Gimbals
    • Game State Post Process Enabler
  • Objectives
  • Resources System
    • Resource Containers
    • Resource Handlers
    • Resource Container Triggers
    • Module/Vehicle Resource Usage
    • UI
  • Cutscenes
  • URP Upgrading
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Space Combat Kit Tour

Take a look at the Space Combat Kit demos and content.

PreviousInstalling in Existing Project - MCKNextMech Combat Kit Tour

Last updated 7 months ago

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The Space Combat Kit has been developed to help you create anything from a simple arcade space shooter to a space sim like Elite Dangerous, and everything in between. There are lots of demos to help you get started. Watch the video above to find out more.

Quick Start Scene

It's best to use the demos to familiarize yourself with the kit.

If you'd like to manually add a flying spaceship to a scene, here's how to do it.

  1. Drag the SceneObjects_SCK prefab into the scene.

  2. Delete the default camera, and drag the VehicleCamera_SCK prefab into the scene.

  3. Drag the Player_SCK prefab into the scene.

  4. Drag one of the spaceship prefabs, such as the SpaceFighter_Light prefab into the scene.

  5. Go to the Player_SCK object you just added to the scene, open the Game Agent component in the inspector, and set the 'Starting Vehicle' to the SpaceFighter_Light object you added to the scene.

Now when you play the scene, you'll be able to fly around and operate the ship.

In this video, we'll download the Space Combat Kit and take a look around the demos and prefabs that have been provided to help you get started.
Basic scene setup for a controllable space fighter with the Space Combat Kit.