Development of a custom flight controller (Arcade Flight Core)
In this project, I developed a modular arcade flight control system and basic combat mechanics. The main task was to create an air combat template that can be easily integrated into any Unity project.
The following technical solutions were implemented:
Data-Driven Architecture: The use of ScriptableObjects for flexible configuration of the main elements of the system (controls, shooting, targets).
Performance Optimization: An Object Pooling system was implemented for spawning projectiles and enemies, minimizing the load on the Garbage Collector.
Safe Integration: All code has a clear structure, is commented, and isolated in its own namespace (ArcadeFlight.Core), ensuring no conflicts when transferring to other projects.
No unnecessary dependencies: The system works "out of the box" on standard Unity components (Input Manager, uGUI), without being tied to a specific Render Pipeline.
Modularity: The flight logic is based on Transform components, allowing for easy replacement of the controller with custom logic without disrupting the operation of the entire system.
The following technical solutions were implemented:
Data-Driven Architecture: The use of ScriptableObjects for flexible configuration of the main elements of the system (controls, shooting, targets).
Performance Optimization: An Object Pooling system was implemented for spawning projectiles and enemies, minimizing the load on the Garbage Collector.
Safe Integration: All code has a clear structure, is commented, and isolated in its own namespace (ArcadeFlight.Core), ensuring no conflicts when transferring to other projects.
No unnecessary dependencies: The system works "out of the box" on standard Unity components (Input Manager, uGUI), without being tied to a specific Render Pipeline.
Modularity: The flight logic is based on Transform components, allowing for easy replacement of the controller with custom logic without disrupting the operation of the entire system.