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brasil:courses:blender_unity:unity:5_the_solar_system [2026/08/25 23:46] – [Results] yannbrasil:courses:blender_unity:unity:5_the_solar_system [2026/08/27 15:16] (Version actuelle) – [Ship Controller] yann
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 **Project backup: highlighted directories only** **Project backup: highlighted directories only**
  
-{{:brasil:courses:blender_unity:unity:projectbackup.png|}}+{{ :brasil:courses:blender_unity:unity:projectbackup.png |}}
  
 </note> </note>
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 The planets’ orbits can be shown or hidden, and the planets will move at speeds proportional to their respective orbital periods. The planets’ orbits can be shown or hidden, and the planets will move at speeds proportional to their respective orbital periods.
  
-{{:brasil:courses:blender_unity:unity:solarsystem.jpg?1024|}}+{{ :brasil:courses:blender_unity:unity:solarsystem.jpg?1024 |}}
  
 Here are some guidelines: Here are some guidelines:
  
-{{:brasil:courses:blender_unity:unity:fidentite.png|}}+{{ :brasil:courses:blender_unity:unity:fidentite.png |}}
  
 The following diagram shows the actual relative sizes of the planets: The following diagram shows the actual relative sizes of the planets:
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 Here's the spaceship control script in C#, self-contained (it creates its own InputActions in code, so no separate .inputactions asset is needed — but the Input System package still needs to be installed, and Active Input Handling must be set to "Input System Package (New)" or "Both" in Project Settings > Player). Here's the spaceship control script in C#, self-contained (it creates its own InputActions in code, so no separate .inputactions asset is needed — but the Input System package still needs to be installed, and Active Input Handling must be set to "Input System Package (New)" or "Both" in Project Settings > Player).
 +<note tip>
 +**This code has been generated with Claude AI.** 
  
 +//**Prompt :**// You are a Unity 3D developer. Write a script that allows a **spaceship to be controlled using the keyboard and mouse**, using the **New Input System package**. The various flight parameters/constants, such as **speed, acceleration, etc.**, must be adjustable through the **Unity Inspector** (i.e., using public variables or `[SerializeField]` fields in the script).
 +
 +</note>
 <code csharp> <code csharp>
 using UnityEngine; using UnityEngine;
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 What it does What it does
-  * W/S: move forward/backward along the ship's axis. +  * **W/S**: move forward/backward along the ship's axis. 
-  * A/D: strafe left/right. +  * **A/D**: strafe left/right. 
-  * Space / Left Ctrl: move up/down. +  * **Space / Left Ctrl**: move up/down. 
-  * Mouse: pitch and yaw. +  * **Mouse**: pitch and yaw. 
-  * Q/E: roll, with its own acceleration. +  * **Q/E**: roll, with its own acceleration. 
-  * All speed/acceleration settings are public fields visible in the Inspector.+  * **All speed/acceleration settings** are public fields visible in the Inspector.
  
  
brasil/courses/blender_unity/unity/5_the_solar_system.1787694376.txt.gz · Dernière modification : de yann
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