This tutorial will describe setting up Cirrus SR22 in an empty Unity scene. The end result scene of the guide is included in the project and is named TutorialScene.
Cirrus SR22 model can be found under NWH ⇒ Aerodynamics ⇒ Models directory.
Reading the Airfoil documentation before starting the aircraft setup is highly recommended
Scene.GameObject and name it SceneManager.InputSystemAircraftInputProvider and InputSystemSceneInputProvider - these will handle the user input.ShiftingOrigin to SceneManager - more about shifting origin here.Terrain to the scene and position it at [-500, 0, -500] to center it.MeshRenderer on them. Add MeshCollider to all four. It is important that a Rigidbody has at least one collider.AircraftController to the parent object (Cirrus SR22 in this case). This will add other required components automatically.Variable Center Of Mass inspector adjust the Base Mass to 1000 and set the Center Of Mass Offset to [0, -0.18, 0.9].Use Default Inertia and adjust the Dimensions field if required. Dimensions are displayed as gizmo lines. Red for width, green for height and blue for length. After adjusting the dimensions click Update Inertia Tensor.That is it for the core aircraft setup. The next step is making the aircraft fly.
CameraChanger component to the newly created object.Camera and parent it to the Cameras object and add CameraMouseDrag component to it.Distance field of CameraMouseDrag to 10.Tips:
Airfoils should extend up to roughly the centerline of the aircraft as in the image above.To test out the setup place the aircraft 500m above the ground and press play. It should slowly tip forward and gain speed.
Once the Airfoils are set up as per the instructions above the aircraft should look like this:
Besides airfoils aircraft also have objects that contribute little or nothing to lift, but do cause drag. In NWH Aerodynamics these can be set up using AerodynamicDragObject.
AerodynamicDragObject component to the Fuselage object.Center and Dimensions so that the box gizmo roughly matches the shape of the fuselage.After pressing play, currently the aircraft drops to the ground. To prevent this we need to add the landing gear.
LandingGear component to LandingGear_F, LandingGear_L and LandingGear_R.Position field to match the position of the landing gear.MeshFilter and MeshRenderer from the duplicated objects. These will act as holders for WheelCollider.WheelCollider to all three duplicated objects and adjust the Radius field until the gizmo matches the wheel size.WheelCollider to Wheel Collider field of LandingGear component added in first step. Also assign the corresponding wheel meshes to the Wheel field (LG_F_Wheel to LandingGear_F, etc.).Max Steer Angle to 10 for the LandingGear_F. This value can be set to 0 for wheels that do not steer, a positive value for normal steering, or a negative value for inverse steering (e.g. rear wheel).Static Transform field.
The landing gear for Cirrus SR22 is now set up. For more details on LandingGear check out this page.
The final step to setting up a functional aircraft is adding propulsion.
Cirrus SR22 is propelled by a piston engine connected to a variable-pitch propeller so PistonEngine and PropellerPropulsor will be used.
PistonEngine to the Engine object and set the Max Power to 400 and Starter Torque to 150.PropellerPropulsor the the Propeller object and assign it to the Propulsors field of PistonEngine.Thrust Point and Thrust Direction of the PropellerPropulsor. Variable Prop Pitch. Also tick Auto Prop Pitch.To test the propulsion enter play mode and hold the T key for 2 to 3 seconds to start the engine. Afterwards, press F4 to increase the throttle to 100%. After gaining some speed the aircraft will be able to take off.
The aircraft is now fully functional but is lacking sound.
AircraftSoundManager to the aircraft. EngineStartingAircraftSoundComponent and EngineRunningAircraftSoundComponent to the Engine object.WindAircraftSoundComponent and CrashAircraftSoundComponent to the Cirrus SR22 object. These can be placed anywhere on the aircraft.Press play to test out the sounds.
For testing purposes a DemoReadouts component can be helpful as it shows the basic flight data. This step is optional but recommended.
Canvas and create a child Panel.Image.DemoRedouts to the panel and set the Readout Prefab field to NWH/Aerodynamics/Scripts/AircraftController/Demo/Readout.prefab.Grid Layout Group with Cell Size of [100, 50] to the panel.Target AC.Pressing play will now produce a row of basic flight data readouts.
The basic aircraft setup is now finished. For steps on setting up other optional aspects of the aircraft such as lights, instruments and fuel check out their respective pages:
AircraftInputManager retrieves input from active InputProvider and fills the InputStates struct with the retrieved data.InputProviders are split into AircraftInputProviders and SceneInputProviders. AircraftInputProviders relay vehicle input (throttle, yoke, etc.) while SceneInputProviders take care of scene input (vehicle changing, camera changing, camera movement and the rest of the inputs not directly related to vehicle. One of each needs to be present (e.g. InputSystemVehicleProvider and InputSystemSceneInputProvider).InputProviders can be present in the scene. E.g. InputSystemProviders and MobileInputProviders can be used in the same scene. The resulting input will be a sum of inputs from all InputProviders in case of numeric inputs and logical OR operation of all inputs in case of boolean inputs. InputStates object and can be copied over from one vehicle to another. E.g. this is what is done when a trailer is connected to a towing vehicle.InputStates make sure Auto Settable is set to false.
All input providers inherit from either AircraftInputProviderBase or SceneInputProviderBase, but differ in their implementation.
When importing the asset for the first time this message will pop up:
Both Yes or No can be selected but it is important to set the Project Settings ⇒ Player ⇒ Input Handling to Both afterwards. This way both new InputSystem and the old InputManager will work. If this setting is set to InputManager only errors might appear as the demo scenes of the asset rely on InputSystem.
If a message This Unity Package has Package Manager dependencies. appears, click Install/Upgrade.
Out of the box gamepad bindings are only available for InputSystem.
| Name | Type | Keyboard Defaults | Gamepad Defaults |
|---|---|---|---|
Ailerons | axis | A/D | LS - Horizontal |
AileronsTrimLeft | button | H | Button North + Right |
AileronsTrimRight | button | K | Button North + Left |
Rudder | axis | Q/E | L/R Trigger |
RudderTrimLeft | button | Y | |
RudderTrimRight | button | I | |
Elevator | axis | W/S | LS - Vertical |
ElevatorTrimUp | button | U | Button North + Up |
ElevatorTrimDown | button | J | Button North + Down |
FlapsExtend | button | F7 | Right Shoulder |
FlapsExtendFully | button | F8 | |
FlapsRetract | button | F6 | Left Shoulder |
FlapsRetractFully | button | F5 | |
Spoilers | button | / | |
LandingLights | button | L | |
NavigationLights | button | K | |
LandingGear | button | G | |
EngineStartCommon | button | T | Button West |
EngineStopCommon | button | F | Button North + West |
ThrottleCommon | axis | F12 | |
ThrottleIdle | button | F1 | |
ThrottleIncrease | button | F3 | Button South |
ThrottleDecrease | button | F2 | Button North |
ThrottleFull | button | F4 | |
ParkingBrake | button | , | Button North + East |
Brakes | button | . | Button North |
BrakesLeft | button | - | |
BrakesRight | button | = | |
SmokeSystem | button | I | |
PropPitch | axis | F9/F10 | |
PropPitchIncrease | button | F12 | |
PropPitchDecrease | button | F11 |
| Name | Type | Keyboard Defaults | Gamepad Defaults | Description |
|---|---|---|---|---|
ChangeCamera | button | C | Start | Changes camera. |
CameraRotation | 2D axis | Mouse Delta | Right Stick | Controls camera rotation. |
CameraPanning | 2D axis | Mouse Delta | Right Stick | Controls camera panning. |
CameraRotationModifier | button | Mouse - LMB | Right Stick Press | Enables camera rotation. |
CameraPanningModifier | button | Mouse - RMB | Left Stick Press | Enables camera panning. |
CameraZoom | axis | Mouse - Scroll | D-Pad Up/Down | Camera zoom in/out. |
ChangeVehicle | button | V | Select | Change vehicle or enter/exit vehicle. |
FPSMovement | 2D axis | WASD | Left Stick | Demo FPS controller movement. |
ToggleGUI | button | Tab | Toggles demo scene GUI. |
InputProvider for handling user input on desktop devices through keyboard and mouse or gamepad.
InputSystem package is required even if not used. If using the old/classic Unity input set Project Settings ⇒ Player ⇒ Input Handling to Both and proceed as normal. InputSystem package being present installed will not interfere with old/classic Unity input / InputManager.
When first importing NWH Aerodynamics the project will be missing the required bindings in Unity Input Manager. There are two ways to add those:
[UnityProjectPath]/ProjectSettings/InputManager.asset file. To do so:To set up InputManager-based input in the scene add the following components to the scene:
Any vehicle that is present in the scene will now receive input from these providers.
Active Input Handling select Input System Package (New) or Both - the latter in case your project still uses UnityEngine.Input somewhere.InputSystemAircraftInputProvider and InputSystemSceneInputProvider to any object in your scene..inputactions files. Save Asset must be clicked for the changes to take effect.
Multiple InputProviders can be present in the scene, meaning that their input has to be combined to get the final input result. To get the combined input use:
float ailerons = InputProvider.CombinedInput(i => i.Ailerons()); bool landingGear = InputProvider.CombinedInput(i => i.LandingGear());
Or to get the input from individual InputProviders (say to find out if a button was pressed on a keyboard):
float ailerons = InputProvider.Instances[0].Ailerons;
Input in each vehicle is stored in InputStates struct:
myAircraftInputManager.states
In case input should not be retrieved from user but from another script - as is the case when AI is used - AutoSettable should be set to false. This will disable automatic input fetching from the active InputProviders.
Input now can be set from any script:
myAircraftInputManager.Ailerons = myFloatValue;
If a custom InputProvider is needed it can easily be written. Custom InputProviders allow for new input methods or for modifying the existing ones. E.g. if the MobileInputProvider does not fit the needs of the project a copy of it can be made and modifications are done on that copy. That way it will not get overwritten when the asset is updated.
Steps to create a new InputProvider:
ExampleInputProvider and make it inherit from AircraftInputProviderBase or SceneInputProviderBase classes.
ControlSurfaces are components that are attached to Airfoils to make them into elevators, rudders, flaps, etc. While they can be used as a standalone Airfoil, they are usually part of another Airfoil, e.g. a wing.
They require AircraftController and AircraftInputManager to be attached to one of the parent objects.
Before trying to set up control surface please check out the Airfoil page.
In this example an aileron attached to a wing will be set up.
Airfoil should be set up as in the image above, as per the Airfoil setup guide. Ideally, the wing should also cover the control surfaces (in this case an aileron and a flap).Airfoil component and tick Is Control Surface in the Airfoil inspector. Airfoil gizmo will turn red.Airfoil if required.AileronControlSurface, and adjust its settings if needed.Airfoil and at the bottom of its inspector add the AileronControlSurface from the previous step. This will tell the wing that the aileron belongs to it.AircraftController is set up pressing play will now result in a working aileron.
Note that control surface Airfoilss that are not attached to a fixed Airfoil need to have isControlSurface unticked as they act as standalone airfoils that can simply be rotated, instead of being a part of a wing.
Propulsion in NWH Aerodynamics consists of two main groups of classes; engines and propulsors. The engines are power generators while propulsors are power consumers. Examples of engine to propulsor pairings are:
TurbineEngine ⇒ JetPropulsorTurbineEngine ⇒ PropellerPropulsorPistonEngine ⇒ PropellerPropulsor All engines can theoretically be paired to all propulsors.
Engines can be attached to any child object of an AircraftController but it is usually a good idea to create a dedicated empty GameObject for it. All classes inheriting from AircraftEngineBase have some common fields:
Inertia - determines how fast the engine will spin up/down. A larger value will take longer.Min RPM - minimum engine RPM. Different from Stall RPM as this is the minimum RPM the engine can turn at.Max RPM - maximum RPM the engine can achieve.Stalling Enabled - is it possible to stall the engine by running it at lower RPM than Stall RPM.Stall RPM - RPM under which the engine does not generate enough power to overcome internal friction causing it to stall. When starting the starter needs to be kept active until the RPM value goes over Stall RPM or the engine will die.Propulsors - list of objects inheriting from PropulsorBase that will get powered by this engine. This will be a single propulsor in most cases, such as PropellerPropulsor or JetPropulsor. If multiple propulsors are attached, the power will be split between them.Min Throttle - minimum (idle) throttle. If the value is too low the engine might stall instead of idling.Max Throttle - maximum engine throttle. In most cases 1. Some aircraft can however go over 100% throttle for short periods of time, such as takeoff.Throttle Adjustment Speed - the speed at which the throttle is adjusted while increase/decrease throttle buttons are held.Max Power - maximum power the engine can generate.Power Curve - normalized power/RPM curve. Y axis represents power [0,1] and X axis represents RPM [0,1].Internal Drag Torque - torque as a result of engine losses. Larger value will result in engine that spins down faster but might not idle if the drag torque is larger from the generated idle torque.Starter Torque - torque generated by the starter motor. Larger value will spin up the engine faster. Start Time will also depend on InternalDragTorque and Inertia.
Propulsors in NWH Aerodynamics take power from the engines and converts it into thrust.
All Propulsors have some common fields:
Thrust Point - a position at which the thrust will be applied. Marked with a red sphere.Thrust Direction - a direction in which the thrust will be applied. Marked with a red line (pointing towards the direction of force).Inertia - the inertia of the propulsor. A higher value will result in an engine/propulsor that is slower to spin up/down.Gear Ratio - some couplings between the engine and propulsor have a gearing ratio. A value of 2 means that for each turn of the engine the propulsor will do two turns.Rotation Direction - direction of rotation of the propeller.Reverse Thrust Coefficient - if the propulsor is spinning in reverse to the intended direction or the reverses have been applied the thrust will be multiplied by this value as the reverse thrust is normally lower than the forward thrust.WheelColliders for each landing gear wheel as per Unity's guide.WheelCollider to the WheelCollider field. Assign the wheel transform (model representing the wheel) to the Wheel field.Position of the wheel (front, left, right, etc.)Steer Angle if the wheel is steerable. Leave at 0 if not.For rigging to work properly a specific setup model setup is required with the following hierarchy:
Assign the upper and lower suspension arm to the Uper Suspension Arm and Lower Suspension Arm fields.
The SuspensionArmLower should have rotation such that it's local Z axis points towards the pivot point of the SuspensionArmUpper:
Objects that move and steer with the wheel such as fairing can be added to the Static Transform field.
Landing gear that can extend/retract can use animation to achieve this. I will not be going over the steps to set up the animation as this is a standard Unity process and is explained quite well in the official tutorial here.
The default state for animation is extended landing gear. The default animation (going forward) is extended ⇒ retracted. Extending the landing gear is simply the retracting animation played in reverse.
Retractable to indicate that the landing gear of the aircraft can retract.IsExtended if the initial state is extended landing gear.AnimationController.Animator to the object LandingGear is attached to and assign the AnimationController to the Controller field.Direction parameter to AnimationController and set the value to 1.AnimationController with RetractLandingGear state:RetractLandingGear state speed to 1 and add a parameter Multiplier Direction that was created previously.Animation and animate the landing gear as wanted. Initial state should be extended, final state should be retracted.Animation to the previously created AnimationController.Animator to the Animator field.
Sound in NWH Aerodynamics is handled through individual AircraftSoundComponents attached to the aircraft.
The main component AircraftSoundManager manages these components and handles mixing.
Sound is optional and does not have to be present for the AircraftController to work.
Main light controller for the aircraft. All the lights are controlled from here.
Supported light types are:
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.
One vehicle light source. Can be a Light or emissive Mesh.
Light is selected as Type any Unity Light can be assigned. It will be turned on and off according to user input.Mesh is selected as Type any Mesh with Standard shader can be used. It's Emission 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 with SpotLight 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.
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.
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.
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.
Instruments can be used with a Canvas for UI or with 3D instruments for use in cockpits.
Check the Cirrus SR22 aircraft in the main demo scene for a configured cockpit instrument setup.
For the 3D indicators (non-canvas) to work properly they need to have the Z-axis set as the rotation axis in the 3D modelling software. If that is not an option it can also be done in Unity, guide here.
Min Airspeed and Max Airspeed - these are min and max markings on the gauge.Clockwise Rotation to change the direction of the arrow travel.VariableCenterOfMass to the aircraft if not already added.AircraftFuelManager to the aircraft, preferably to the parent object (one containing AircraftController).AircraftFuelTank to an empty GameObject and position it to the rough location of where the fuel tank is on the given aircraft. Usually in the roots of the wings and in the fuselage. Position is important since it affects center of mass and inertia tensor.EngineAircraftFuelConsumer to any engines present on the aircraft.AircraftFuelManager should show all the consumers and fuel tanks in their respective lists.
Implementation of IMassAffector that represents a fuel tank.
Used together with AircraftFuelManager to manage fuel levels on an aircraft.