5 minutes
TL;DR — Open the
ShipFlightandChaseCamera6DOFcontrol panels over the running game. Tune thrust, turn rate, drag, trail, and camera smoothing while the falcon flies. Every value you set is saved across reloads. New here: you finally get to tune the flight and camera numbers you copied from the scene JSON. There's no new component. This is the feel pass that finishes the slice, with nothing left to build.
Catching up?
Dropping in at this lesson? One command reinstalls the library components the build uses so far and writes the scene as it stood at the end of the previous lesson to public/scenes/WingmanFlight1/scene.json:
Copy that scene.json over your src/scenes/wingman.json and you are caught up to the start of this lesson.
You have the whole slice now. The falcon thrusts, turns, and rolls when you fly it. The camera trails it through loops. Dust rushes past, and the world stays precise a hundred thousand units out. But every number that makes it feel this way came straight from the scene JSON. That includes thrust, turn rate, and how hard the camera locks on. You copied those numbers and trusted them without testing. Those numbers matter a lot in a flight game. The only way to find good ones is to fly the ship while you drag a slider.
You won't change any JSON this lesson. The scene is already the finished flight slice from Lesson 8. What's new is a pair of panels. You can open them over the running game and turn the dials while the falcon flies.
Continue reading
Unlock the Full Course
Every lesson, the runnable examples, and the finished build — yours to keep.