
UNITY FLIGHT MODEL
Last year, I had spent some time working on this flight model in Unity. It is intended to enable more precise control over a flight model when using a mouse and keyboard. This more precise control comes at the cost of some responsiveness. We basically replicate the feeling of a control stick via the UI. The "position" of the "stick" is controlled by mouse movements. The "stick" is constantly being pulled back to the center, so continuous acceleration along a particular vector requires continuous mouse movement towards that vector. This provides a sort of compromise between an analog stick and a mouse-controlled flight sim by giving finer control to the mouse user. Movement along the x direction gives roll, movement along the y direction gives pitch. a/d keys are used for yaw since less precise control is required on the yaw vector relative to the others.
The left-hand UI indicator includes a black bar that demonstrates the maximum throttle, a white bar that demonstrates the current throttle, and a thin red line that demonstrates the target throttle. The current throttle follows the target throttle closely but not immediately. w/s keys are used to direct the target throttle.
The right-hand UI indicator is intended to act as a visual and textual altimeter. The bottom of the indicator is the closest lower collider below you. The upper indicator is an arbitrary but moderate distance above that. The number indicates the specific distance in meters from the ground.