Lights
Aircraft Lights Manager
Main light controller for the aircraft. All the lights are controlled from here.
Supported light types are:
- Landing Lights - beam lights lighting up the runway on approach.
- Strobe Navigation Lights - strong beacons that flash periodically.
- Constant Navigation Lights - lights with constant output indicating aircraft position and travel direction, usually red and green.
Strobe and constant navigation lights are toggled using the same keyboard key since they are normally on at the same time.
Each group can have multiple lights and they can be any type of Light
or a Mesh
can be used with Emission
turned on. More about this in the LightSource
section.
Light Source
One vehicle light source. Can be a Light
or emissive Mesh
.
- If
Light
is selected asType
any UnityLight
can be assigned. It will be turned on and off according to user input. - If
Mesh
is selected asType
anyMesh
withStandard
shader can be used. It'sEmission
field will be toggled to imitate a working light. Since this does not emit enough light to be a headlight usually another light source is used in tandem, this one withSpotLight
assigned.
For an emissive mesh light to work it needs to be a separate object. If the model does not come with lights and blinkers as separate objects these will need to be separated in 3D modelling software such as Blender (free, open source).
When using Mesh
light source make sure to tick the Emission
checkbox on the material. This lets Unity know that this variant of the material is in use and should be included in the build.
Exhaust Smoke
Particle effect that changes parameters based on the engine state. Requires an engine to be attached to the same object.
Interpolates between Normal Color
and Soot Color
based on engine state, while the Lifetime Distance
determines the maximum distance a particle can travel from the starting position.
A ParticleSystem
prefab called ExhaustSmoke is included with the asset under NWH ⇒ Aerodynamics ⇒ Effects ⇒ Particles ⇒ Prefabs ⇒ ExhaustSmoke.prefab and can be a good starting point to configuring the exhaust ParticleSystem
.
Jet Propulsion Effects
This effect consists of two parts:
ParticleSystem
- used to create an exhaust plume.Light
- used to create exhaust glow that is normally caused by heat.
Requires JetPropulsor
to work.
A ParticleSystem
prefab called JetParticleSystem is included with the asset under NWH ⇒ Aerodynamics ⇒ Effects ⇒ Particles ⇒ Prefabs ⇒ JetParticleSystem.prefab and can be a good starting point to configuring the exhaust ParticleSystem
.
Smoke System
The smoke trail left behind the aircraft, generally used for shows.
Trail Distance
field determines how far in [m] behind the aircraft the particle trail will stretch while the Trail Max Lifetime
and Trail Min Lifetime
fields determine the minimum and the maximum particle lifetime. Particles will have the longest life when the aircraft is still or moving slowly and the shortest lifetime while the aircraft is moving fast because the Trail Distance
will get met faster.