Bio-Inspired Flight: Unity Port
Porting the original Bio-Inspired Flight game into the Unity3D engine. Here is a link to the original Bio-Inspired Flight project.
After the original project, my team and I no longer needed to follow the unit's technology restrictions. We ported the game into the Unity engine to create a more polished product.
My Contributions: Since the Unity engine provided ready-made controllers for rigid-bodies and colliders, I was free to work on different aspects of the project.
- UI Revamp
Feedback of the original product criticised the standard Android menu UI we originally used. In true Agile form, I addressed these issues myself, utilising the Unity engine to create a new game menu. This new UI included dynamic menu transitions and a loadout preview for the drone.
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- Customization Management:
I also took on porting over the drone customization mechanic. Originally, we stored level information and drone customization in one monolithic '.csv' file that was used by our level loader.
My main job was decoupling the file to load levels and drone loadouts separately now that we had a game engine that could support this.
Utilising my own '.loadout' file format, I created C# scripts to read and update these files whenever loadouts were saved. These stored the information on equipped 'attachments' and allowed for loadouts to persist between sessions, a common bug in the original product.
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