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Found 365 results

  1. UPDATE 2 RELEASED, THANK YOU GUYS. CHANGELOG -4 New weapons(Taurus .889, UMP-45,RPG-7, SCAR-L) -UI -Simple AI -Blood Screen -Viewpunch(shake when there's recoil) -Post Process. About This is an FPS game(With no particular name) that i have been working like a month. Everything you see here is completely made from scratch(Except for crosshair and zombie model) by a guy which is 12 y/o. Using blender, Gimp. It started as a low poly fps at first. Yes, the models and textures aren't really good, even the animations are bad. What do you think? Feedback is appreciated. VIDEO(Newest Update) Working On: Score Wave System Grenades Maps 2 new weapons for now(Double barrel Shotgun & Crossbow)
  2. How to make fps wingsuit system

    Greetings, i want to ask how to create wingsuit system that quite similar to Farcry game? . Here an example: Thanks in advance.
  3. Welcome to the Watch topic! What is Watch? Watch is a FPS game. We focus on ground vehicles and guns, making maps that looks good but also are good for gameplay. Players can level up and get better guns and vehicles. The game will be free but there will be ingame currency. Who am I? Am Max, seventeen years old and from Holland. Watch is my soulmate and biggest project in my life. I hope to make a amazing game! What do you get? Unfortunately we cannot give you a earnings. But you get a part of the profit from Coins and get ingame stuff and we can help you to be better! You do this to help to make a awesome game and to get better, you should not join if you only do it for money! We want to make a fun and awesome game! What do we search? Unity DEV Unity Terrain Designer Unity Modeller Unity Animation maker Wanna join? Join or discord: https://discord.gg/wSqU6Hb or PM me. Currency? There are two kinds of currency, Coins and Credits. Coins can be bought in the store and can players get them by: monthly giveaways, give a helpful bug report or a helpful suggestion! Pay to win? NO, we will do our best to never add anything that is pay to win. We also want to balance the different in levels. A player with level 2 should be able to kill a player with level 20. This wont break the game but will make it more fun and fair! With Coins player can buy special guns and vehicles one level above their level. Gamemodes? ranking FFA, FFA, Deathmatch. Loadout? The player has two loadouts he can customize. You can select two guns and one vehicle. Also one grenade and later unlock a second grenade. Also can the player equip one melee weapon. Vehicles? In some game modes the player can spawn vehicles. There is a limit of vehicles in each map. How bigger the map how more vehicles, how smaller how less vehicles. Levels? The player can level up with XP. With higher levels you unlock weapons and vehicles. The max level will first be 25 but later higher when there are more weapons and vehicles.
  4. Realistic FPS Prefab Bug

    Greetings. Im using RFPSP in Unity 2018. I want to make a custom character for my game but it seems like its have a broken spine bug, I've asked the developers about this but they didn't respond yet, any idea of how to fix it?
  5. Hello guys! I am beginner to Unity3D and I am building a 3D FPS Multiplayer Game! My problem is... I want to create a shop that player can buy weapons! But next time that he plays the game weapon is gone! SO, HOW CAN I SAVE A PURCHASED WEAPON (i would prefer to tell me via PlayerPrefs) THANK YOU!
  6. I dont know whats happening? its very strange! I dont know how to explain my problem? Ive attached the video see it! You'll find my problem easily! Im using photon. link is below! yes im using onemanyarmy3d's model they're ripped from cod mw2 i will not use it in my game im using that only for testing purpose. I'll change it when I release my game. Dont offense me! https://youtu.be/OKYva8lJeB0
  7. UNITY 2017 | The Last Sniper

    Hello ArmedUnity! Well Im back to developing shooters. (lol) This project is for testing my skills and only conzentrating on it. I always start making 5 different project and explode. So.. here my progress after a few days. Discord link is in the video description. Singleplayer story based game. (TLS by RedSky Games (my games channel)) Update #1: Update #2: Changelog: Added Fall Damage Added Leaning Added Prone Added LeanAim Added PostProcessing Added Weapon Name UI Added Weapon Pickup Added Weapon Drop Improved Vaulting and Climbing Improved Bullet Script Improved Weapon Switching Improved FPSController Improved Grenade Script Fixed ProjectSettings (Broke the hole Project) Fixed Bugs and Error and more...
  8. Part 1 or Episode 1 of converting au fps kit into Call of duty Ghosts Please Subscribe my youtube channel and also a big thanks to OneManArmy3d Episode 2: Working on UI
  9. Regular Gun Script

    Hello! This is my first post ever! I just wanted to share a simple gun script that uses C#. Probably the best script for beginners! There are two scripts, one for the gun, and one for the enemies to shoot at! Hope u like it! 1st script: using UnityEngine; public class Gun : MonoBehaviour { public float damage = 25f; public float range = 100f; public Camera fpsCam; public ParticleSystem muzzleFlash; // Update is called once per frame void Update () { if (Input.GetButtonDown("Fire1")) { Shoot(); } } void Shoot () { muzzleFlash.Play(); RaycastHit hit; if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range)) { Debug.Log(hit.transform.name); Target target = hit.transform.GetComponent<Target>(); if (target != null) { target.TakeDamage(damage); } } } } 2nd Script (Target Script) using UnityEngine; public class Target : MonoBehaviour { public float health = 50f; //what makes the damage work public void TakeDamage (float amount) { health -= amount; if (health <= 0f) { Die(); } } void Die () { Destroy(gameObject); } } There u go! those are all of the scripts! (Credit to brackeys for them.)
  10. Battle of Force (Zombies Edition)

    This is new update of my game(you may say it update #3). This is zombie edition of my game. You can download it here. Dont forget to read the Read ME! here is link : https://mega.nz/#!mZVXCSBZ!S9B8V06QWdisqEtI9c3t7rQqA8NaLEQvsc8Eohjpa04
  11. Hi all, I have a simple question. Normally when you make fps animations for raycast based shooting you create the next set of animations - (draw, idle, shoot, reload, etc). You do the shoot animation also because the shooting and spread is handled with raycast, but what to do if shooting is projectile based and the to make spread you move the gun it self not the ray position ? If I will do it in animation my bullet will follow the animations position which I don't want because my spreading is handled in the code where I manually rotate the gun and move. So how to go with it ? Do I have to create only trigger pull and sliding for shooting animation without the moving the gun itself? Any suggestions plz im stuck
  12. Flexible Weapon Reloading Logic

    Hi everyone, I am stuck with a problem or better say if my approach will be good or not. So I am developing an fps shooter (learning to create ). I have got a component based weapon system inspired by Mick Boere https://mickboereportfolio.com/dynamic-weapon-system/. Now I'm adding a reloading component to my system and want to make it so that it fits any weapon type for example if you have a normal assault rifle it would just reload whole magazine, if you have shotgun then you reload one by one every shell like in counter strike. So what my thinking is to create an enum which will hold ReloadType { Magazine, Shotgun }. And inside reload function check the type and do calculation based off that. My question is it good approach or is there more flexible (better) way of achieving this ? Thanx P.S sry for my broke english .
  13. Zombie keeps flying.

    MY ai zombie is not staying at terrain. It is keep flying in air. See the screenshot You'll understand. I even tried adding Rigidbody. But that also not working. I've added following things to my Ai 3 scripts. Rigidbody and Character Controller to collide with things etc. Any help is appreciated here.
  14. Hello everyone, first of all sorry for my english. Recently I have started creating an fps shooter game. Till now I have got a pretty good weapon handling, damaging system, but I don't know how to handle the 3rd person view (enemy view). Now I have got only an animated fps weapon with arms only, but how to make so that you can view other players full body ? And how do you sync your first person animations with third person view ?. I want exactly the counter strikes mechanics. Any suggestions ?
  15. Fps kit 3.0 (photon problem)

    Next, I bought the FPS Kit 3.0 and the FPS Kit 2.0 When I will import it to the Unity 5.5.0 F3 it pops up this error in photon, can someone help me? I don't know what to do!!!
  16. I wanna change the gun position and play running anim[In running anim the gun is swinging left and right] when Player press Right Shift key then the gun should goto running position and running rotation and when player release it then gun should come to its default position. I'm using Lerp and Quaternion in my script. I've added this script in my Parent of Gun[I hope you know what I mean See Screenshot]( Issue I have )When I press shift key then player's gun go to running position very slowly and when I release the key then gun is not coming to its initial position. So this is also causing me issue. Here is script. using UnityEngine; using System.Collections; public class Holder : MonoBehaviour { public Animation animation; public AnimationClip walk; public AnimationClip idle; public Vector3 runningPos; public Vector3 runningRot; public float lerpSpeed = 1.5f; public AnimationClip runninAnim; public Vector3 defaultPosition; void Update () { if (Input.GetAxis("Vertical") > 0.2) animation.CrossFade (walk.name); else animation.CrossFade (idle.name); if (Input.GetKey(KeyCode.RightShift)) { animation.CrossFade(runningAnim.name); this.transform.localRotation = Quaternion.Lerp(this.transform.localRotation, Quaternion.Euler(runningRot), lerpSpeed * Time.deltaTime); this.transform.localPosition = Vector3.Lerp(this.transform.localPosition, runningPos, lerpSpeed * Time.deltaTime); } else { this.transform.localPosition = Vector3.Lerp(this.transform.localPosition, defaultPosition, Time.deltaTime * lerpSpeed); } } } Thanks this is causing issue plz tell me about working script. Any help is appreciated here!
  17. ZByte Defender

    Version 0.0.1


    The game is undergoing a major reconstruction, I hope I can post an update as soon as possible. Errors reported: -The game does not start after upgrade. (Fixed next update) Name: ZByte Defender Genre: FPS Platform: PC / Windows Release Date: Not yet defined. History: --- ZByte Defender is a game that is in development it is a survival game of zombies. It also contains a system of mods, customized levels, its launcher has the auto update system. Videos:
  18. Bullet Surface Impact particle system fps.

    Hi I'm trying to create a particle system that will appear on my bullet hole decal, Please explain how i would create this effect for different surfaces or just one generic one i could play with. Here is gun code: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class GunScript : MonoBehaviour { public Camera weaponCamera; public LayerMask thingsPlayerCanHit; public enum fireMode { Auto, Semi} public fireMode weaponType = fireMode.Auto; [Space] public float range; public float fireRate; public int minDamage; public int maxDamage; [Space] public Vector3 defaultPosition; public Vector3 aimedPostion; public float aimSpeed; public float aimFOV; [Space] public int clipSize; public int allAmmo; [Space] public Animation weaponAnimations; public AnimationClip fireAnim; public AnimationClip reloadAnim; [Space] public AudioSource weaponAudio; public AudioClip fireEffect; public AudioClip reloadEffect; public GameObject bulletHole; [Space] public GameObject muzzle; bool muzzleFlash = false; public Vector3 aimRotation; bool canFire; bool isReloading; [HideInInspector] public bool isSilencered; int currentAmmo; private void Start() { canFire = true; currentAmmo = clipSize; } private void Update() { CheckAimDownSights(); if (canFire) { if (currentAmmo <= 0) { Reload(); return; } if (weaponType == fireMode.Auto) { if (Input.GetButton("Fire1")) { StartCoroutine("Fire"); canFire = false; } } else if (weaponType == fireMode.Semi) { if (Input.GetButtonDown("Fire1")) { StartCoroutine("Fire"); canFire = false; } } } if (Input.GetKeyDown(KeyCode.R)) { Reload(); } } IEnumerator Fire() { currentAmmo--; weaponAnimations.Stop(); weaponAnimations.Play(fireAnim.name); weaponAudio.PlayOneShot(fireEffect); if (!isSilencered) StartCoroutine("FireEffects"); Ray ray = weaponCamera.ScreenPointToRay(new Vector2(Screen.width / 2, Screen.height / 2)); RaycastHit hitInfo; //Bullet Marks if (Physics.Raycast(ray, out hitInfo, weaponCamera.farClipPlane)) { Vector3 bulletHolePosition = hitInfo.point; // We need a variable to hold the rotation of the prefab // The new rotation will be a match between the quad vector forward axis and the hit normal Quaternion bulletHoleRotation = Quaternion.FromToRotation(-Vector3.forward, hitInfo.normal); GameObject hole = (GameObject)GameObject.Instantiate(bulletHole, bulletHolePosition, bulletHoleRotation); } yield return new WaitForSeconds(fireRate); Destroy(bulletHole); canFire = true; } IEnumerator FireEffects () { if (muzzleFlash) // Has muzzle flash? { muzzle.SetActive(true); // Active the muzzle flash. muzzle.transform.localRotation = Quaternion.Euler(new Vector3(0, 0, Random.Range(0, 360))); // Sets a random rotation. yield return new WaitForSeconds(0.03f); // Awaits the 3 millisecond interval. muzzle.SetActive(false); // Disable the muzzle flash. } } float GetWeaponDamage(float distance) { float damageToDeal = (maxDamage - minDamage) * (1 - (distance / range)); return damageToDeal; } void Reload() { if (currentAmmo == clipSize || allAmmo == 0) return; weaponAudio.PlayOneShot(reloadEffect); if(allAmmo >= (clipSize - currentAmmo)) { allAmmo -= (clipSize - currentAmmo); currentAmmo += (clipSize - currentAmmo); } else { currentAmmo += allAmmo; allAmmo = 0; } isReloading = true; canFire = false; weaponAnimations.CrossFade(reloadAnim.name); StartCoroutine("ReturnFromReloading"); } IEnumerator ReturnFromReloading() { yield return new WaitForSeconds(reloadAnim.length); canFire = true; isReloading = false; } void CheckAimDownSights() { if (Input.GetButton("Fire2") && !isReloading) { transform.localRotation = Quaternion.Lerp (transform.localRotation, Quaternion.Euler (aimRotation), Time.deltaTime * aimSpeed); transform.localPosition = Vector3.Lerp (transform.localPosition, aimedPostion, Time.deltaTime * aimSpeed); } else { transform.localPosition = Vector3.Lerp(transform.localPosition, defaultPosition, Time.deltaTime * aimSpeed); transform.localPosition = Vector3.Lerp (transform.localPosition, defaultPosition, Time.deltaTime * aimSpeed); } } void OnGUI (){ // GUI.Box (new Rect (10, 10, 100, 50 ("Ammo is"))); GUI.Label(new Rect(10, 10, 100, 50), currentAmmo.ToString() + " / " + allAmmo.ToString()); } } I have already created prefab of metal with shader Particle/additive. Any help is appreciated here.
  19. Binocular Texture

    Here is a texture of binocular below is the link you can download it. I've tons of free awesome textures with copywrite. I've this so I'm sharing this with you peoples. https://mega.nz/#!1yg2kB4Z!4-3xhk0cc3gjwRGeyTgETgm7BuHJ7Yj6_50HHyhdDAc
  20. Hey guys, i made a little tutorial on how to make a sway effect for you're fps game. It gives a really good "heavy feeling" to you're weapon. Hope you like it, and sorry if its too long i explained every step and the code too, so its new user friendly. Thanks! Max. Link:
  21. [Photon] I coudn't see player.

    Hello! I`m back with another question regarding Photon. I made a multiplayer FPS game. All things are working good. Only problem is I can't see another player in JoinedRoom. You can see in screenshot: Next screenshot of fpsplayer and components attached to it. And server manager script and player manager script is as follow : using UnityEngine; using System.Collections; using UnityEngine.UI; public class PhotonManager : MonoBehaviour { GameObject spawn, cam; public Text connectText; public GameObject player; void Start (){ PhotonNetwork.ConnectUsingSettings("v1.0"); spawn = GameObject.Find("SpawnPoint"); cam = GameObject.Find("MatchCam"); } void OnJoinedLobby(){ Debug.Log("JoinedLobby!"); PhotonNetwork.JoinRandomRoom(); } void Update (){ connectText.text = PhotonNetwork.connectionStateDetailed.ToString (); } void OnPhotonRandomJoinFailed (){ Debug.Log("Failed to join Room!"); RoomOptions roomOptions = new RoomOptions (){ isVisible = true, maxPlayers = 8}; int randomNum = Random.Range(0, 1000000); PhotonNetwork.CreateRoom(randomNum.ToString(), roomOptions, TypedLobby.Default); } void OnJoinedRoom (){ Debug.Log("JoinedRoom!"); Spawn(); } void Spawn (){ GameObject myPlayer = PhotonNetwork.Instantiate(player.name, spawn.transform.position, spawn.transform.rotation, 0); myPlayer.transform.FindChild("PlayerRoot").gameObject.SetActive(true); myPlayer.GetComponent<MoveController>().enabled = true; myPlayer.GetComponent<MouseController>().enabled = true; cam.GetComponent<Camera>().enabled = false; } } using UnityEngine; using System.Collections; public class PlayerManager : Photon.MonoBehaviour { Vector3 realPosition; Quaternion realRotation; //public PhotonView photonView; void Update(){ if (photonView.isMine) { } else { transform.position = Vector3.Lerp (transform.position, realPosition, .1f); transform.rotation = Quaternion.Lerp (transform.rotation, realRotation, .1f); } } void OnPhotonSerializeView (PhotonStream stream, PhotonMessageInfo info){ if(stream.isWriting){ stream.SendNext(transform.position); stream.SendNext(transform.rotation); } else { realPosition = (Vector3)stream.ReceiveNext(); realRotation = (Quaternion)stream.ReceiveNext(); } //OBserver = Unreliable //Observe Compoennt = FpsPlayermanager drag into it } } Any help is appreciated here. Please help me! please!
  22. Hello guys, i just started uploading tutorials on how to make you're own Mulitplayer FPS co-op zombie game! So if you're interested in making something like that be sure to check it out. I think the series will be awesome and hope you like the videos! Have a nice one, Max. First tutorial, introduction :
  23. I need a survival game template multiplayer if someone have one plz contact me, thx
  24. Need FPS kit for Unity 4.

    I need a FPS kit that will support Unity 4.1.5 without any error. If you know any link or youtube link then please tell me.
  25. Hey guys, Max here and wanted to hear from you out there you're opinions and overall what do you think about this project? It's a Low Poly First Person Shooter based game, will have co-op vs zombies, and will have open scale multiplayer! Here are some screenshots! Pic.1 Pic.2. Pic.3. I hope you like it, did put effort in making it and its fun. Its still WIP and hope i will finish it one day! Video link : Again, any suggestion, opinion, critics would be warm welcomed! So please leave a reply down below! Thanks, Max.