HoverKit Release Notes

Release Notes

V1.0.2 – In Development

Proposed change to Quick Configure Dialog

The quick configure dialog will be modified as seen in the screenshot to include new options for calculating the force controllers, to make it easier and more intuitive to select the proper settings to achieve the kind of behavior you want your vehicle to have.

In particular, under the Hovering section you will now find options for Settling Speed and Damping. Settling speed controls how quickly the vehicle should come to the correct hover height, and damping controls how much oscillation is allowed in arriving at the correct hover height.

Similarly, under the Moving section you will see a new Ramp-up Speed setting which will control how much time it will take for the vehicle to reach maximum speed, with higher values indicating a shorter amount of time to reach maximum speed.

Additionally, the Quick Configure dialog will now set the vehicle’s Center Of Mass to be perfectly centered between all hover points by default. This allows more flexibility in locating the hover points. Previously, having hover points that were not evenly spaced around the vehicle’s Center of Mass could cause the vehicle to drift or list.

Current release notes for the planned update:

  • Quick-Configure now places the vehicle’s center of mass exactly between all hover points, for maximum stability and ease of hover point placement.
  • HoverVehicle.COM_Offset removed, replaced with CenterOfMass field. No longer attempts to change Rigidbody.centerOfMass according to grounded status, as that was causing some pretty irritating physics bugs. HoverVehicle.CenterOfMass now represents a custom center of mass that is always assigned regardless of vehicle state.
  • Auto-leveling now activates if *any* hover point is not grounded, but adjusts LevelingStability to match the number of ungrounded hover points. This provides enhanced stability in a wide range of conditions, and a more natural transition when a vehicle becomes airborne.
  • HoverLift raycasting now performs the equivalent of RaycastAll (non-allocating), skipping any hits on the source vehicle regardless of placement of hover point.
  • Added HoverLift.AttractionLayers field, allows you to specify which layers will cause attraction force to be applied.
  • Quick-Configure dialog now opens automatically when a HoverVehicle component is added to a GameObject in the editor.
  • Quick-Configure will automatically select transforms whose names start with the text “HoverPoint” when the vehicle does not already have Hover Points defined.
  • Quick-Configure – Modified vehicle mass calculation downward by an order of magnitude (after testing with a wider variety of models using Convex Mesh Collider)
  • Quick-Configure – Adjusted PID values for HoverLift component. Also clamps range of values.
  • HoverTilt example component – Tilts the vehicle in the direction that it is turning.
  • New examples: More variations on HoverCraft, High-Speed HoverBike, HoverTank.

V1.0.1 – April 3, 2016

  • Fixed header labels on component inspectors.
  • Estimating Rigidbody mass now uses Rigidbody.SetDensity() instead of bespoke calculations.
  • Minor improvements to HoverLift behavior when encountering steep slopes at high speed.
  • New “Quick Configure” button on the HoverVehicle component replaces the “Estimate Forces” buttons on the HoverLift and HoverMovement components.
  • QuickStart tutorial has been streamlined and enhanced to provide a better in-Editor tutorial experience.

V1.0 – April 1, 2016

HoverKit 1.0 is currently being readied for the v1.0 public release, so there are no Release Notes available at this time.

As we begin addressing customer feedback and bug reports, and incorporating new features, we will keep this page updated with the release notes for every product update and new version.