HoverKit Quick Start

A Very Quick Introduction

This is the highly abbreviated introduction to HoverKit, specifically for those who just want to jump in the deep end and take a look around before they start digging into the more detailed documentation.

It is intended to point out the minimum number of steps needed to create a hovering vehicle that can be driven via user input in order to showcase how quick and easy it is to get started.

It is not intended to be an in-depth tutorial. For a more thorough introduction, please refer to the primary documentation.

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Where to Get Help

Links to the online documentation, support forums, and bug reporting can be accessed in the Unity Editor by viewing the help menu for HoverKit under Help > StagPoint Software > HoverKit.

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Locating the Examples

All of the example scenes are located in Assets > Packages > StagPoint Software > HoverKit Examples > Scenes.

QuickStart Scene Location

About the included QuickStart scene

We’ve included a QuickStart scene that will guide you through the minimum number of steps required to create a hovering vehicle. This scene is an in-Editor tutorial that is already set up with the bare foundation needed to eliminate distractions and allow you to focus on just the necessary steps, and contains an unscripted block vehicle that you will add the HoverKit components to during the tutorial.

This scene is located at Assets > Packages > StagPoint Software > HoverKit Examples > Scenes > QuickStart Empty Scene.unity

After opening the scene and switching to the Scene tab, you will see that HoverKit will display the actions needed for each step in yellow notes at the top and bottom of the scene viewport. Each time you complete a step, HoverKit will display the next step in the tutorial.

The video below (or view it on YouTube) demonstrates how the QuickStart scene works, and shows the entire process of creating a very basic hovering vehicle from start to finish. It is best viewed in Full Screen mode at HD resolution so that you can read the prompts and inspector text, and can be paused at any time.

After completing all of the steps, you will have a basic hovering vehicle that can be driven via the keyboard. From there, it is relatively easy to change the vehicle’s configuration to achieve the performance characteristics you need for your game. We encourage you to check out the other example scenes that have been included for demonstrations of different vehicle configurations, and to review the Online Documentation for more information about how to tweak the components for your needs.