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Atmospheric Starship Controller preview
Unity

Atmospheric Starship Controller

By Veridian Systems

FREE

Rated 0.0/5 from 1 ratings on Unity.

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: FREE. The latest store price is FREE, matching the lowest recorded price shown here.

Recorded prices for Atmospheric Starship Controller 2 price observations from Jun 20, 2026 to Oct 31, 2026. Lowest recorded price FREE. Exact dates and prices are listed below. $0.00 $0.50 $1.00 Jun 20, 2026: FREE. Unity First Price 2026-06-20 2026-06-27 Oct 31, 2026: FREE. Latest store price Jun 20, 2026 Oct 31, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
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FREELatest store price
FREEUnity First Price 2026-06-20 2026-06-27

Sale and bundle history

The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Atmospheric Starship Controller

  • Tools, Systems & Learning > Game Templates & Systems
  • Theme > Retro & Arcade
  • Theme > Sci-fi & Space
  • Theme > Military & Combat
  • Theme > Nature & Countryside
  • Theme > Buildings & Infrastructure
  • Art & Visuals > 3D
Veridian Atmospheric Starship is a production-grade flight framework engineered for arcade-style combat and atmospheric exploration in Unity's Universal Render Pipeline (URP).

Designed with modularity as a priority, it provides a complete gameplay loop from physics-based aerodynamics and input handling to a robust Utility AI system without the overhead of rigid, monolithic scripts. Whether you are building a Rogue Squadron style shooter, a racing game, or an open-world sandbox, this asset offers the foundational architecture required to get ships flying immediately.

Physics-Driven Flight Dynamics
The core of the framework is the AtmosphericStarshipController, a Rigidbody-driven system that balances realistic laws of motion with the responsiveness required for arcade gameplay. It moves beyond simple transform translation, calculating forces to simulate weight, drag, and propulsion.
Advanced Aerodynamics: Implements a custom drag model that calculates linear and quadratic drag based on velocity, simulating atmospheric density. It features directional drag (allowing for drift mechanics) and ground effects that create a cushion of lift when flying low.
G-Force Simulation: Includes a G-Force governor that limits turn rates at high speeds to prevent unrealistic maneuvers, adding weight and consequence to pilot inputs.
Scalable Fidelity (Physics vs. LERP): Engineered for scale, the controller features a dual-mode system. While the player and nearby enemies use full physics simulation, distant AI agents automatically switch to a low-cost Kinematic LERP mode to maintain high frame rates in large-scale battles.
Modern Input Integration: Built entirely on Unity's New Input System, complete with rebindable action maps for Mouse/Keyboard and Gamepad support.

Modular Utility AI System
The asset features a decentralized AI architecture that separates high-level decision-making from low-level flight execution. This Brain vs. Hands approach allows for complex, non-cheating AI behavior that adheres to the same physics limitations as the player.
The Pilot & The Brain: The AiBrain handles strategic decisions (Targeting, State Switching), while the SimpleAiPilot handles the execution, using PID controllers to fly the ship toward navigation goals. This ensures AI pilots actually fly the ship rather than sliding along a rail.
ScriptableObject Behaviors: AI behaviors are modular and data-driven. You can create and tune complex behaviors such as Patrol, Dogfight, Interceptor, and Sentry entirely through ScriptableObject profiles, allowing for rapid iteration of enemy personalities without recompiling code.
Squadron & Faction Logic: A centralized FactionManager handles team rosters, differentiating between Leaders and Wingmen. The AI utilizes this tactical data to form squads, execute coordinated attacks, and respect engagement/disengagement zones.

Integrated Combat Suite
The asset includes a fully operational combat layer managed by the ShipWeaponController and HealthComponent, designed to support diverse weapon types and damage models.
Multi-Role Weaponry: Support for primary energy weapons (Lasers with accuracy falloff), secondary ballistics (Unguided Rockets and Guided Missiles with target locking), and heavy bombardment payloads (Gravity Bombs).
Predictive Targeting: The AI leverages a first-order interception calculator to lead targets based on projectile speed and enemy velocity, ensuring capable and dangerous opponents rather than static turrets.
Gimbal & Turret Logic: Weapons feature configurable gimbal constraints, allowing hardpoints to rotate and track targets independently of the ship's nose, within defined arcs.
Lifecycle Management: A robust health and shield system handles damage mitigation, shield regeneration, and death sequences, including automated respawning via the Faction Manager.

Massive Sandbox Environment
To demonstrate the scalability of the framework, the package includes a massive, production-ready demo scene (1024km playable area) built for the Universal Render Pipeline (URP).
Open World Architecture: The scene features 5 distinct 64km islands, each populated with unique biomes, alien flora, and rocky terrain.
Live Faction Warfare: The environment is populated by two opposing factions with distinct Home Bases. You will encounter AI squads flying patrol routes, engaging in dogfights, and defending strategic locations with ground-based turrets.
Free Art Assets: Includes a library of production-ready assets, including Starship prefabs (Player and Enemy variants), modular buildings, turrets, and environmental assets (alien trees, rocks).

Architecture & Configuration
The system emphasizes a Profile-First Workflow, utilizing ScriptableObjects to decouple configuration from code. This ensures that designers can tweak the feel of the game without modifying scripts.
Data-Driven Profiles: Define ship handling (StarshipProfileSO), AI personalities (FlightPersonalitySO), and weapon statistics (WeaponStats) as reusable assets.
Decoupled FX & UI: Core logic broadcasts state changes via C# Events. The included StarshipFXController and StarshipHUDManager listen for these events to handle visual effects (thruster particles, muzzle flashes) and UI updates, keeping the core physics loop clean.

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