Lualander :-
A precision-physics lunar landing simulator built with Unity and C#. This project focuses on handling 2D rigid body dynamics, custom gravity vectors, and fuel management systems.
🚀 Features Physics-Driven Movement: Uses Unity's Rigidbody2D for authentic momentum, inertia, and gravitational pull.
Vector-Based Thrust: Implementation of directional force application based on the lander's rotation.
Fuel System: A logic-gate system that disables thrust and rotation once the fuel resource is depleted.
Smooth Camera Following: Uses Cinemachine (or custom Lerp logic) to keep the lander framed during high-altitude descents.
Landing Detection: Logic to calculate "Safe Landing" vs. "Crash" based on impact velocity and angular alignment.
🛠️ Technical Stack Engine: Unity 2022.3+ (LTS)
Language: C#
Input System: Unity New Input System (Actions-based)
Physics: Rigidbody2D with Continuous Collision Detection.
🕹️ How to Play W / Up Arrow: Activate Main Thrusters (Consumes Fuel).
A-D / Left-Right: Rotate Lander.
Space: Deploy Landing Gear (if implemented).
Objective: Land softly on the designated green platforms. If your vertical velocity is too high upon impact, the lander will explode!
📂 Key Script Components LanderController.cs: Handles the physics forces and input processing.
FuelManager.cs: Tracks fuel consumption and triggers UI updates.
LandingZone.cs: Detects successful collisions and validates the landing speed.
ThrustVisuals.cs: Bridges the gap between logic and the Particle System for engine exhaust.
✍️ Credits Developed as part of a learning journey inspired by Code Monkey's game design principles, adapted from the original Lualander concept into the Unity Engine.
Design Pattern Inspiration: Code Monkey