FlyingChess View on Asset Store (opens in new tab)

Package details

Latest version
1.0
Last updated
First released
Unity version
2022.3.13 or later
Package size
196 KB
Files
34
Favorites
1
Views in the past week
11

Price tracking

Last checked
Tracked since
Lowest recorded
$6.00 on

Keywords

FlyingChess

by kukushaoye (opens in new tab)

No ratings yet

  • Price drop

The resource pack is a full game asset pack with all visuals, SFX, and UI components needed to build the game, boosting development in game design.

Discount -70% Previous price $19.99 Price $6.00

Lowest recorded price

Get 70% off on Asset Store (opens in new tab)

Affiliate link · Purchases support this site

Price history

Last 6 months

USD
Price history for FlyingChess, 6 months Current $6.00; lowest $6.00; highest $19.99 in this period. $0 $10 $20 Jul Aug Sep Oct Nov

Asset preview

1 / 7

FlyingChess screenshot 1

FlyingChess screenshot 1

About this asset

# Flying Chess Rules

## Game Mode

- The player selects one color from Red, Yellow, Green, or Blue.

- The other three colors are controlled by robots.

- Turn order is Red -> Yellow -> Green -> Blue, then repeats.

## Controls

- Press `R`, `Y`, `G`, or `B`, or click the color indicator to select the player's color before rolling.

- Press `Space` or click the dice button to roll the dice on the player's turn.

- Press `1`, `2`, `3`, or `4`, or click a piece to move the corresponding piece.

- Robot players roll and move automatically.

## Takeoff

- A piece in its home base can only take off when its color rolls a 6.

- On takeoff, the piece moves from its home slot to that color's outer path start.

- Outer path start points: - Red: `Waypoint_0` - Blue: `Waypoint_14` - Green: `Waypoint_28` - Yellow: `Waypoint_42`

## Outer Path

- The board has 56 outer path points, numbered `Waypoint_0` through `Waypoint_55`.

- Every color moves clockwise along the same outer path order.

- Each color owns a 14-point color section.

- The color section starts two points before that color's takeoff start point.

## Safety Path And Finish

- After completing one full outer lap, a piece enters its own safety path.

- Safety path entrance is two points before the color's takeoff start point: - Red enters after `Waypoint_54` - Blue enters after `Waypoint_12` - Green enters after `Waypoint_26` - Yellow enters after `Waypoint_40` - Safety path nodes are named in order, for example `Safe_Red_1` through `Safe_Red_5`.

- After the last safety path node, the piece reaches the center finish.

## Collision Rule

- After a piece finishes moving on the outer path, the game checks whether that destination path point already has pieces from other colors.

- Every opponent piece on that same outer path point is sent back to its own home slot.

- Collision only happens on the outer path.

- Pieces on home slots, safety paths, or the center finish are not collided with by this rule.

- Pieces of the same color are not sent home by this rule.

## Robot Rule

- Robots roll automatically on their turn.

- A robot first tries to move a piece that is already on the board.

- If no active board piece can move, the robot tries to take off when it has rolled a 6.

- If no legal move exists, the turn advances automatically.

From the publisher's Asset Store listing.

Technical details

# Flying Chess Prefab Workflow

The layout, coordinates, path numbers, and logical components of the chessboard in this project are still generated uniformly by `UGUIFlyingChessBuilder`; the artistic presentation can be replaced through prefab.

## One-click completion

Execute in the Unity top menu:

```textTools/Setup Flying Chess Prefab Workflow```

This menu will be completed in one go:

- Create or update the default prefab.

- Create or update the `FlyingChessPrefabLibrary.asset`.

- Automatically write the default prefab into the prefab library.

- Verify the naming of prefabs and components.

- Regenerate the UGUI of the flying dice in the scene.

This is the current recommendation process.

## Step-by-step menu

You can also follow the steps:

```textTools/Create Flying Chess Prefab LibraryTools/Create Flying Chess Default PrefabsTools/Validate Flying Chess PrefabsTools/Build Flying Chess UGUI```

`Create Flying Chess Default Prefabs` will generate:

- `Assets/FlyingChess/Prefabs/Waypoint_Prefab.prefab`- `Assets/FlyingChess/Prefabs/CenterFinish_Prefab.prefab`- `Assets/FlyingChess/Prefabs/HomeBase_Prefab.prefab`- `Assets/FlyingChess/Prefabs/HomeSlot_Prefab.prefab`- `Assets/FlyingChess/Prefabs/Piece_Prefab.prefab`- `Assets/FlyingChess/Prefabs/Dice_Prefab.prefab`

At the same time, it will create or update:

- `Assets/FlyingChess/FlyingChessPrefabLibrary.asset`

## Verifying Prefab

After replacing or adjusting the prefab, you can execute:

```textTools/Validate Flying Chess Prefabs```

This menu will check whether the prefabs in `FlyingChessPrefabLibrary` are missing common components or agreed-upon child nodes, and output a warning in the Console.

These warnings may not necessarily prevent the generation of the chessboard, as the Builder will automatically complete many runtime components; however, if you want to make the prefab more stable and controllable, it is recommended to correct them according to the warnings.

## Prefab Replaceable Items

`FlyingChessPrefabLibrary` contains the following fields:

- `Waypoint Prefab`: Peripheral waypoints and safe waypoints.

- `Center Finish Prefab`: Center Finish Prefab.

- `Home Base Prefab`: Four color bases.

- `Home Slot Prefab`: A parking spot within the base.

- `Piece Prefab`: Airplane chess piece.

- `Dice Prefab`: Dice button.

## Naming Convention

To enable Builder to automatically bind existing child nodes, it is recommended to retain these names:

- Waypoint text: `Text`- Home base title: `HOME BASE`- Home base color marker: `ColorMark`- Home base parking slot container: `Slots`- Home base parking slots: `Slot_1` to `Slot_4`- Aircraft text: `Text`- Dice icon: `Dice_Icon`- Dice value text: `Dice_Value_Text`

If these child nodes are missing, the Builder will automatically create them.

## Automatically configured content

Every time a chessboard is generated, the Builder will overwrite the following runtime data:

- Node name.

- Node color.

- Path point coordinates.

- Path point `FlyingChessWaypoint` data.

- The ownership color and number of the aircraft `FlyingChessPiece`.

- Reference to the dice button.

- `FlyingChessUIRefs` runtime reference.

Therefore, prefab is more suitable for managing appearance, such as images, shadows, borders, text styles, and basic layers; path logic continues to be uniformly maintained by code.

## Recommended art replacement process

1. Execute `Tools/Setup Flying Chess Prefab Workflow`.

2. Copy the default prefab, or directly replace the Sprite, color, shadow, and text style on the default prefab.

3. Execute `Tools/Validate Flying Chess Prefabs` to check naming and components.

4. Execute `Tools/Build Flying Chess UGUI` to regenerate the scene UI.

5. Run the game and check whether the movement of chess pieces, dice rolls, collisions, and entering safe paths are functioning properly.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
2022.3.13f1c1 Compatible Not listed Not listed

As listed on the Asset Store.