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Found 302 results

  1. Looking for team members that can help in my FPS Game, War Of Heroes Languages:Hungarian,English,German What im looking for: -Someone That Can Script. (Me And optionally +2) -Map Designers (1-3) -Sound Designer (Me and optionally +1) -Texture Design (1-2) -Someone that can Make 3D Models / Animate (1-3) You Can Also Contact Me at:
  2. Hello game developers! I've been doing a lot of 3D modeling for practice and I figured I should give some to the community. Here is a little Super-Shorty shotgun. One of my favorite guns. License: You CAN publish a game using this commercially, you CAN modify the model or textures in any way to see fit. However, you CANNOT sell or distribute this model without my consent. If you wish to give it to someone send them the link to this post. 360 Giff: Some Animations I made (NOT INCLUDED): Model Info: 870 Faces, 1.0k vertices Texture info: All textures are 2048x2048, Material includes diffuse, normal map, metallic, occlusion, rough map. Also includes camo texture. Download: Enjoy earthlings, there is more free stuff to come.
  3. PlanB(WIP) all changes/updates/informations are listed below: _____________________________________________________________________________________________________ Title: PlanB Developer: Erarnitox Genre: FPS Players:1-70 alpha-Release:to be defined current progress: 5% done Open the spoilers inside the "Quotes" to get more Information: ______________________________________________________________________________________________________ It seems like i am not able to use any more quotes in this topic so from now on there will just be basic spoilers: ►26.02.2016: ►20.12.2016:
  4. Hello game developers! I've been doing a lot of 3D modeling for practice and I figured I should give some to the community. Here is a little Bowie knife. License: You CAN publish a game using this commercially, you CAN modify the model or textures in any way to see need. However, you CANNOT sell or distribute this model in any case. If you wish to give it to someone send them the link to this post. Sketchfab: 360 giff: Model Info: 266 Faces 219 Vertices Download: Enjoy earthlings, there are more to come.
  5. hi, I am doing a simple multiplayer game for my last year project in software engineering subject.- -o But I had some questions which I couldn't find the answer in google. so questions are listed under: 1- which part do I create first, the character + story then implement the multiplayer? 2- what tool is the best for multiplayer? photon or unity multiplayer tool? (or else?)
  6. Hi!!!!!! I am a 12 year old that got into unity around a year ago. I started making games in Blender at around 10 years old and right now i am working on a Fps project for unity!
  7. Hey guys! As some of you may know, I am working on an FPS project myself: SquadForce, with a badass crew of 5 people You may have seen my game on YT, or followed our progress on our facebook page, or even have already registered for beta, but regardless, I want to start updating y'all on these forums! I want to start off with this post, as I demonstrate the new system I have implemented within the game, a full dynamic FPS swimming system! After I have made a decent collection of updates on the game, I will start the official Squad Force thread. And yea I know you may be thinking.. Ugh.. another FPS game, just like everybody else. But just to prove that as a team, we have Innovation in mind, try and think of other generic shooters with a feature like this for instance.. Yea, not alot.. ________________________________________________________________________________________________________________ Links: Youtube Update Playlist: FaceBook Page: Website: (Website is still early WIP, so still alot to fix, please exuse bugs) BETA Registration is now open @ ________________________________________________________________________________________________________________ HERE IS THE SWIMMING SYSTEM IN ACTION! FEEL FREE TO LEAVE ANY CRITIQUE BELOW. NOTE: MEGA UPDATE COMING VERY SOON! THIS IS A VERY MAJOR UPDATE THAT WILL SURPRISE Y'ALL! So STAY TUNED>
  8. Hello world. Im here to ask one question and hopefully people will write back and take their time to reed this. So my question to the programmers out there is, whats, where and how is the best way to learn Unity C# programming. When i say C# Programming i also mean Network Programming, it is completly okey and ill be really thankful if there isn't a really good unity3d network programming tutorial but only the other type of programming. Anything helps out! I have searched around a lot a lot of to learn programming networking, but don't find so much useful tutorials. I can program a little bit, i have made a basic FPS game by my self and it is really cool in my opinion, but it is boring to play a game where you can't do much but walk around and shoot Ai. So i really wanted to learn Network Programming. Then came this beautiful thing called Unet, or maybe it is old, i dont know, when i say Unet i mean all the new networking components. My experience with multiplayer : The only thing i have completed by using Unet, is making a player join by the NetworkManager / NetworkManagerHUD and walk around and look around in a FPS type of view. And it worked / works. That wasn't so advanced and hard to program, so i thought that it wouldn't be so hard to program in other things like shooting, switching weapons and so on. Oh God it was. So then i ran into this type of thing called [Command] //or Cmd This was new, and it will be new and never be understood by me. I am talking about a lot of other commands and words in Unet programming, but these are the first ones i ran into. So my question is, is there really any good and useful tutorials / streams / courses or whatever it can be, that will help you out in Unity3D C# Programming and Unity3D C# Network Programming ? Thanks in advance for reading all this, thank you for your time and i hope you have a good answer and i hope you have a wonderful day
  9. Hi I'm integrating a very simple ai into my project and i'm using fps tutorial from nutiy converted by oma... I managed to make my agents to work and i can kill them and they can kill me etc.. but i cannot figured how i can have differet animations fro walk an run when i need them.. i have this script for my agent ai var Damage : float = 1; var speed = 3.0; var rotationSpeed = 5.0; var shootRange = 15.0; var attackRange = 30.0; var shootAngle = 10.0; var dontComeCloserRange = 5.0; var delayShootTime = 0.35; var pickNextWaypointDistance = 2.0; var target : Transform; private var lastShot = -10.0; //Modifications private var hitParticles : ParticleEmitter; var muzzleFlash : Renderer; var bulletsPerClip = 40; var clips = 20; var reloadTime = 0.5; private var bulletsLeft : int = 0; private var nextFireTime = 0.0; private var m_LastFrameShot = -1; var force = 10.0; var range = 100.0; var chasing : boolean = false; // Make sure there is always a character controller @script RequireComponent (CharacterController) function Start () { // Auto setup player as target through tags //if (target == null && GameObject.FindWithTag("Player")) target = GameObject.FindWithTag("Player").transform; hitParticles = GetComponentInChildren(ParticleEmitter); // We don't want to emit particles all the time, only when we hit something. if (hitParticles) hitParticles.emit = false; Patrol(); } function Patrol () { var curWayPoint = AutoWayPoint.FindClosest(transform.position); while (true) { var waypointPosition = curWayPoint.transform.position; // Are we close to a waypoint? -> pick the next one! if (Vector3.Distance(waypointPosition, transform.position) < pickNextWaypointDistance) curWayPoint = PickNextWaypoint (curWayPoint); // Attack the player and wait until // - player is killed // - player is out of sight if (CanSeeTarget ()) yield StartCoroutine("AttackPlayer"); // Move towards our target MoveTowards(waypointPosition); yield; } } function CanSeeTarget () : boolean { if (target == null) return; if (Vector3.Distance(transform.position, target.position) > attackRange) return false; var hit : RaycastHit; if (Physics.Linecast (transform.position, target.position, hit)) return hit.transform == target; return false; } function LateUpdate() { if (muzzleFlash) { // We shot this frame, enable the muzzle flash if (m_LastFrameShot == Time.frameCount) { muzzleFlash.transform.localRotation = Quaternion.AngleAxis(Random.value * 360, Vector3.forward); muzzleFlash.enabled = true; if (GetComponent.<AudioSource>()) { if (!GetComponent.<AudioSource>().isPlaying) GetComponent.<AudioSource>().Play(); GetComponent.<AudioSource>().loop = true; } } else { // We didn't, disable the muzzle flash muzzleFlash.enabled = false; enabled = false; // Play sound if (GetComponent.<AudioSource>()) { GetComponent.<AudioSource>().loop = false; } } } } function Shoot () { var direction = transform.TransformDirection(Vector3.forward); var hit : RaycastHit; // Did we hit anything? if (Physics.Raycast (transform.position, direction, hit, range)) { // Apply a force to the rigidbody we hit if (hit.rigidbody) hit.rigidbody.AddForceAtPosition(force * direction, hit.point); // Place the particle system for spawing out of place where we hit the surface! // And spawn a couple of particles if (hitParticles) { hitParticles.transform.position = hit.point; hitParticles.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal); hitParticles.Emit(); } } // Start shoot animation GetComponent.<Animation>().CrossFade("shoot", 0.01); GetComponent.<AudioSource>().Play(); // Wait until half the animation has played //yield WaitForSeconds(delayShootTime); /* // Fire gun BroadcastMessage("Fire"); */ //target.SendMessage("Fire", SendMessageOptions.DontRequireReceiver); target.SendMessage("PlayerDamage", Damage, SendMessageOptions.DontRequireReceiver); // Wait for the rest of the animation to finish //yield WaitForSeconds(GetComponent.<Animation>()["shoot"].length - delayShootTime); // Register that we shot this frame, // so that the LateUpdate function enabled the muzzleflash renderer for one frame m_LastFrameShot = Time.frameCount; enabled = true; if (target == null) return; } function AttackPlayer () { var lastVisiblePlayerPosition = target.position; while (true) { if (CanSeeTarget ()) { // Target is dead - stop hunting if (target == null) return; // Target is too far away - give up var distance = Vector3.Distance(transform.position, target.position); if (distance > shootRange * 3) return; lastVisiblePlayerPosition = target.position; if (distance > dontComeCloserRange) MoveTowards (lastVisiblePlayerPosition); else RotateTowards(lastVisiblePlayerPosition); var forward = transform.TransformDirection(Vector3.forward); var targetDirection = lastVisiblePlayerPosition - transform.position; targetDirection.y = 0; var angle = Vector3.Angle(targetDirection, forward); // Start shooting if close and play is in sight if (distance < shootRange && angle < shootAngle) yield StartCoroutine("Shoot"); } else { yield StartCoroutine("SearchPlayer", lastVisiblePlayerPosition); // Player not visible anymore - stop attacking if (!CanSeeTarget ()) return; } yield; } } function SearchPlayer (position : Vector3) { // Run towards the player but after 3 seconds timeout and go back to Patroling var timeout = 3.0; while (timeout > 0.0) { MoveTowards(position); // We found the player if (CanSeeTarget ()) return; timeout -= Time.deltaTime; yield; } } function RotateTowards (position : Vector3) { SendMessage("SetSpeed", 0.0); var direction = position - transform.position; direction.y = 0; if (direction.magnitude < 0.1) return; // Rotate towards the target transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime); transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0); } function MoveTowards (position : Vector3) { var direction = position - transform.position; direction.y = 0; if (direction.magnitude < 0.5) { SendMessage("SetSpeed", 0.0); return; } // Rotate towards the target transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime); transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0); // Modify speed so we slow down when we are not facing the target var forward = transform.TransformDirection(Vector3.forward); var speedModifier = Vector3.Dot(forward, direction.normalized); speedModifier = Mathf.Clamp01(speedModifier); // Move the character direction = forward * speed * speedModifier; GetComponent (CharacterController).SimpleMove(direction); SendMessage("SetSpeed", speed * speedModifier, SendMessageOptions.DontRequireReceiver); } function PickNextWaypoint (currentWaypoint : AutoWayPoint) { // We want to find the waypoint where the character has to turn the least // The direction in which we are walking var forward = transform.TransformDirection(Vector3.forward); // The closer two vectors, the larger the dot product will be. var best = currentWaypoint; var bestDot = -10.0; for (var cur : AutoWayPoint in currentWaypoint.connected) { var direction = Vector3.Normalize(cur.transform.position - transform.position); var dot = Vector3.Dot(direction, forward); if (dot > bestDot && cur != currentWaypoint) { bestDot = dot; best = cur; } } return best; } and i have my agent to sooht ehen he spot the player and in range.. but how can i manage to make agent walk when use waypont and run towards the player when it spot the player? i tried with GetComponent.<Animation>().CrossFade("run", 0.3); GetComponent.<Animation>().CrossFade("walk", 0.3); and with SendMessage("SetSpeed", 4.0); lines of code but cannot managed to work animations names are simply walk, run, shoot any help is appreciated..
  10. This is a main menu addon for FPS Kit 1.5 Code is written on C#. This Asset can be used not only with the FPS Kit. Some instructions are in the credits window. And i need a man, who can translate from Russian to English correctly, to make a instruction file. This package will be updated with a new feaures. (plz, say what i need to add here) SCREENSHOTS: Update History: 1.0: Initial Release 1.1: GetActive fix 1.2 Added Level Selection MainMenuAddon.unitypackage
  11. Hey again! So i've always liked legos since I was a kid and I noticed that nobody has ever tried to make a lego FPS before. So I decided to try my luck. For now, im using the help of the ezfps kit to have a base so I can see how everything looks. All the lego models are made by me so I just need to rescript some things. Stuff it has so far: - Photon - Weapon customization - Lego people explode instead of ragdollizing when dead - Moving avatar(profile pic) - Dank music - Map selection - Bots & Zombies - Rotating skyboxes - More stuff to come Here's a demo link if you want to play or test the game out. Feel free to give feedback or suggestions. - Screenshot
  12. Hello guys,can help me with script for voicechat MULTIPLAYER? Or tutorial? THX XD
  13. Just dropping video On by for FPS Tutorial Type. Part 13 is now Up. Coming soon is player armor this video using the idea you'll reuse code in other weapons without are good old control C and v buddy. for example why write your raycast more then once. why not write it and just throw your over loads in. Why so 5000 different scripts can use it.
  14. So as many of you may know, I was working on an FPS game titled "Project Initiative", it was going to be based in the Halo universe and I had everything planned out. However, I don't have much experience in recruitment and that is the downfall, I couldn't pick up any devs and I don't know much in coding so I definitely couldn't have done it myself... So I've decided to release the files I had, feel free to modify them for any project, as long as credit me for them. PM me for details and what you plan to do with them
  15. Hey! Thanks for checking out this project, we're in need of any 3D artists or graphic designers. What is War Force? War Force is a multiplayer first person shooter that is currently under development. We will be posting updates to this game on our YouTube channel, as well as our Twitter page and other social media outlets. How Far Along is the Project? War Force currently includes: - Almost finished multiplayer, including ability to login/register - Currency system - Premium Activation - WIP Loadout Customization - Different weapons with unique damages and shooting styles What do We Need? With the upcoming loadout/character customization system, we are looking for animated weapon models. Also, we're looking for a graphic designer to create GUI textures and such. The rest of the scripting and networking will be completed, all we need are animated models and better GUI. The current budget we're working with won't allow us to pay team members, but you will be given plenty of credit for the work you put in. What it Looks Like so Far Current login/register system. WIP main menu, with a scroll view for update news. Screenshot of in-game multiplayer. The picture is slightly offset. Time Period Due to busyness, the game is being produced in our free time. There is no current schedule for when we plan to get things done. Contacting Us Reply to this topic and we'll find a way to get in touch. Preferrably Skype. Game Platform Althought it isn't certain, we plan to release this to Mac, PC, and Web Browser platforms. The game is being developed on a Mac computer.
  16. EZFPS EZ Fps is a free unity3d FPS kit that uses Photon. Players can shoot and kill each other and join teams. There is one map, and one gamemode. Updates will be coming soon. Free for commercial use, as of now. I may submit the package to the asset store for a few dollars later. At the moment, I highly recommend giving it a try, and giving me feedback and bugs! Webplayer Demo Please check out the PRO version here! It's only $2, and has weapon switching, grenades, classes, bullet spread, snipers, shotguns, pistols, kill-feeds, and more! Update 0.3.5 Fixed a lot of bugs/ This may be the last free update besides bug fixing, but I'm not sure yet! DOWNLOAD Update 0.3.1 The old RaycastShooting script was partly broken! Please copy and paste this one into RaycastShooting.cs Update 0.3 Well, as stated earlier, I had a better update before, which had grenades, aiming, 2 weapon slots etc.., but the project decided to break for no reason! However, I've slapped this together which should work well. I've fixed a lot of bugs too. Fun fact!: In the previous package, players could not kill the Masterclient. Changelog: >Ammo >Reloading >Muzzleflash (networked) >Ragdolls >Lots of bug fixes I've also renamed the kit to EZFPS, and hope to have it added to the assetstore soon! Download (.unity, 4.5mb) Update 0.2.1 I added ammo and grenades, but everything broke, and I don't know why! I had to start the update all over, and just have ammo working right now. I'm not posting a download because there appears to be some game-breaking glitches, which were pointed out by a user in the comment section. I'm going to take a look when I get home. I also might try to get the package on the asset store for Free, or a couple dollars. Here's a video too (Ignore the "Only $3" Part): Update 0.2 (7.13.15) I know it's oly been a few hours since the initial post, but I've already got a bunch more stuff added. Here's a Changelog: >Added Guns >Added Shooting/Killing >Added Synced Team Scores >Added Local Score >Added Name and Score Above Player >Fixed Map Textures >Added Networked Gun Sounds >Updated Character Models\ >Added chat and new GUI Skin (it's basically the UI textures but for legacy gui) >Added Pause Menu >Now 4.5 mb Edit: Also smoothened out player movement Up next: Adding more spawn points, ammo, preventing spawn killing, friendly fire (currently killing a teammate gives the other team score), and classes with new weapon types. Please tell me any bugs or what you think! If you use this, please change the models!! Download Here (4.5 mb, Unity Package) Screenies: Update 1 (7.13.15) I'm working on a bare-bones fps package. It was originally for myself to use for when I wanted to start new projects, but I decided to share it. That being said, it isn't the cleanest thing in the world. The code isn't commented, either. As of 7/13/15, this is only the controller, there aren't any guns. Features- >Multiplayer via Photon >Networked FPS Controller (only local player can control) >Separate Team Prefabs (In this example, I used Red and Blue Capsules to show the difference)> >Joining/Creating Rooms (No server browser yet, but there is a Join Random button, along with text field to join custom room ) >Uses new UI >Only 3 MB! I'll continue to update the package as I add more features. I'll be adding guns next! You can add chat by dragging inRoomChat.cs onto a new Empty GameObject. Do not put it on _Room, because the PhotonView will break the UI! Also, right now there are several bugs, including host migration. Players who spawn after the original host has disconnected cannot be seen by original players. Link: HERE (unity package) Screenies: (removed)
  17. Here is the pack: In my project zombies don't move,can help me pls?I resolv the errors of script,just dont move
  18. Hello guys, I'm currently making a fps game, i'm not a good animator so i was looking for some other ways. Anyone know how to make procedural animations, please help (rotate running, weapons bob, etc.) Thanks
  19. still in progress music is a placeholder. their is no back button so you would have to restart the game. I got the multiplayer working from the guy I forgot his name he had realeased it to armedunity
  20. NEW PACKAGE! This one is a bit late but sure was worth the wait I guess. It's a new pair of FPS Arms which you can use without crediting anyone from this site! It was made by me, and can be used ROYALTY FREE! Feel free to use it in whatever project you like! Please read the text file in the package before proceeding after download! Thanks! Download! Image: ___________________________________________________________________________ Original Post here at my website: 7XFGAMES
  21. Special Ops New Update

    New Update is up!!! Check the update here(Web): Keys: WASD: Move Left Click: Fire Right Click: Aim Scroll Wheel: Change Weapon Number #1,#2: Change Weapon Number #3: Knife Number #4: Grenade Scroll Wheel Click: Grenade Space: Jump Shift: Sprint/Run Ctrl: Crouch C: Prone Q: Knife F: Enable/Disable Flashlight R: Reload P: Pause Menu Escape: Pause Menu/Page Up in Menu
  22. Hello everyone! Wave Survival Multiplayer is for whoever wants to kickstart their project as fast as possible, but without poor quality gameplay or lack of features. Spend less time on the burdensome technical requirements of making your game and dive into the fun stuff, let me take care of the boring parts for you! With Wave Survival Multiplayer you get the complete package: from zombies that will try to eat you and your friends brains to a nicely custom designed multiplayer lobby. Stop worrying about the hard part about making games, and jump straight to implementing your ideas. Let creativity be your only barrier! Price for the package: only $11.99 Feel like taking a better look at it? Check it out at Sellfy: Thanks!
  23. Hi. I got the FPS Kit c# version, and I'm trying to use it for a mecanim setup (Standard TPS Scene). I transferred The weapon manager to the Hand, also the Sounds and MiniMap, Placed the Weapons Correctly, and Turned off the Arms of the original player after taking out the weapon, also moved all the character scripts and disabled the camera script since I have another camera setup, Also Added The FPS controller to the Weapon Script and Picked the player camera at the same script. The weapon runs, Muzzle flash is showing and bullet counter / Reload are working fine, but it seems like a problem with the Raycast of the hit, it doesn't shoot from the weapon forward and I didn't even find where is it shooting, also the sounds and footsteps aren't working, Health is working fine, the Pick Item "E" GUI shows up but I can't pick the item. I need the whole system Except the movement and animation scripting, and I'm using the same original project folder. I'd like to know what to change, Thanks in Advance. Edit: Just Noticed the Raycast Only shows like this (The Red Line) When I set my back to the wall, when I get off it no longer shows. What's the Problem? Edit #2: The RayCast is for the "Protect Camera From Wall" Script, but somehow the Shooting Still works only on that wall, and seems to come from somewhere far.
  24. Hey guys, my new fps Kill Confirmed is out on to those who want to play it! It is basically a recreation of counterstrike( but easier to play ) with my own custom maps and items. Anyone willing to test it out with me can download it for mac or pc here! - *chickens may be involved in the game* - Thanks!, Valkrie(or SlapChickenGames). Heres a video - *Attached is a screenshot - and yes, you can slap people with chickens that gobble*