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Found 295 results

  1. 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
  2. Hey guys, I made a little update of my FPS Project. I'll use this thread for the next updates as well. I hope you like it! Recently I'm also working on other projects, so check my channel, if you're interested;) Update: -Updated map -New weapons -New killstreaks (Helciopter, etc.) ...
  3. Hi guys, I have put some thought into creating a project which is based on a realistic fps multiplayer and campaign which take place in recent and past events that have occurred such as the Boston bombing, isis, Baghdad and other places and groups like that. This will be a free project but as it develops more, it will soon be purchased to support and pay the developers. I know this post is very simple and not what people most expect. Please don't bother me with that mess. Also, PM me if you would be interested in developing this project with me. Please give suggestions in any!
  4. Me and 6 other people are making a game called Operation Archer(An Operation Carried out in Afghanistan) All guns in the game will be similar to their real life counter parts and all guns will be guns that were actually in service from 2001-2010. There will be Vehicles from Helicopters to Tanks To Jeeps To Planes. The Maps will be real life locations in Afghanistan. The game will be multiplayer and will have 4 factions the PKK the Taliban the Russians and Last but certainly not least NATO.
  5. Hi, I'm Kenny and I am working on an fps game called Refractured. I need help integrating multiplayer into the game with a lobby like Call of Duty MW3 and MW PC. We can discuss pay, just DM me and yu would sign a waver because the project files will be in your hands for a bit. Example down below
  6. I recently got the TSA and I need help with making the bullets damage the player's health. I am using the FPS Kit 1.5 This is the apply damage part of "BulletScript" IEnumerator ApplyDamage() { //Reduce the enemy's health //Does NOT travel up the heirarchy. //Addthis hit.collider.SendMessage(damageMethodName, damage, SendMessageOptions.DontRequireReceiver); //Produce the appropriate special effect if (hit.transform.tag == hitEffectTag && hitEffect) { GameObject currentHitEffect = (GameObject)(Instantiate(hitEffect, hit.point, myTransform.rotation)); GameObject.Destroy(currentHitEffect, hitEffectDestroyTime); } else if (missEffect) { GameObject currentMissEffect = (GameObject)(Instantiate(missEffect, hit.point + hit.normal * 0.01f, Quaternion.LookRotation(hit.normal))); GameObject.Destroy(currentMissEffect, missEffectDestroyTime); } this.enabled = false; yield return null; //Wait a fram to apply forces as we need to make sure the thing is dead if (hit.rigidbody) hit.rigidbody.AddForceAtPosition(myTransform.forward * bulletForce, hit.point, ForceMode.Impulse); //Linger around for a while to let the trail renderer dissipate (if the bullet has one.) Destroy(gameObject, timeToDestroyAfterHitting); } This is the FPS "HealthScript" #pragma strict @script ExecuteInEditMode() var hitPoints : float; var maxHitPoints : int; var regeneration : boolean = false; var regenerationSpeed : float; var aSource : AudioSource; var painSound : AudioClip; var fallDamageSound : AudioClip; var deadReplacement : Transform; var mySkin : GUISkin; private var radar : GameObject; var damageTexture : Texture; private var t : float = 0.0; private var alpha : float; private var isDead : boolean = false; private var scoreManager : ScoreManager; var camShake : Transform; function Start(){ if(regeneration) hitPoints = maxHitPoints; alpha = 0.0; } function Update(){ if (t > 0.0){ t -= Time.deltaTime; alpha = t; } if(regeneration){ if( hitPoints < maxHitPoints) hitPoints += Time.deltaTime * regenerationSpeed; } } function PlayerDamage (damage : int) { if (hitPoints < 0.0) return; hitPoints -= damage; aSource.PlayOneShot(painSound, 1.0); t = 2.0; if (hitPoints <= 0.0) Die(); } //Picking up MedicKit function Medic (medic : int){ hitPoints += medic; if( hitPoints > maxHitPoints){ var convertToScore : float = hitPoints - maxHitPoints; scoreManager = gameObject.Find("ScoreManager").GetComponent(ScoreManager); scoreManager.addScore(convertToScore); hitPoints = maxHitPoints; } } function Die () { if(isDead) return; isDead = true; if(scoreManager == null) scoreManager = gameObject.Find("ScoreManager").GetComponent(ScoreManager); scoreManager.PlayerDead(); Instantiate(deadReplacement, transform.position, transform.rotation); Destroy(gameObject); } function OnGUI () { = mySkin; GUI.Label (Rect(40, Screen.height - 50,60,60)," + "); GUI.Label (Rect(100, Screen.height - 50,60,60),"" +hitPoints.ToString("F0"), mySkin.customStyles[0]); GUI.color.a = alpha; GUI.DrawTexture(new Rect(0,0,Screen.width, Screen.height), damageTexture); } function PlayerFallDamage(dam : float){ PlayerDamage(dam); if(fallDamageSound) aSource.PlayOneShot(fallDamageSound, 1.0); } function Shake(p : float) { var t : float = 1.0; var shakePower : float; while (t > 0.0) { t -= Time.deltaTime; shakePower = t/50; camShake.rotation.x += Random.Range(-shakePower, shakePower); camShake.rotation.y += Random.Range(-shakePower, shakePower); camShake.rotation.z += Random.Range(-shakePower, shakePower); yield; } }
  7. Greeting! We (TIV Games) are currently in early stages of development of an original Steampunk FPS game demo. The setting is early 19th century London and realistic graphical theme. Our team is 90% complete, we just need a few more concept artists for the environment. The demo will be free to play so there isn't any financial compensation, unless we decide to crowdfund it, then all members will get a percentage from it. The estimated release date for the short demo is 10th August this year (2017), making it a total of 3 month long development. The story is written and levels designed. Here you can see a 2D game I (programmer/founder) have published previously: And here you can see a portfolio of our 3D Artist/co-founder: Let me know here or by email if you are interested, (email:, -Vadim T.
  8. 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
  9. Hi guys. Here is a game I have recently been working on. It is called "Refractured". - No I am not finished working on the scene yet , this is going to be in the demo when it releases. I will add a video once I make more scenes and a main menu with options. "Weapon Manager" - The script I used for my weapon Manager is below *YES!!! There are a few models from the Unity Asset Store such as the pallets, crates, containers and grass. I used them as a base to set up so soon I will be changing them to my own.* --=Pictures Below=--
  10. So i am new to unity and i found this FPS-Kit to be really usefull. Sadly i runned into a strange bug that i got rid of but i do not know why. I added some Zombies into the Kit. Then i added Colliders to all bullets to make the Zombies die when get hit. My ZombieScript: ------------------------------------------------------------------------------------------------------- var target: Transform; var health:float = 90; var navComponent: UnityEngine.AI.NavMeshAgent; var anim: Animator; var followDistance: float; // the distance in which to follow the player var minDistance: float; var attackDistance: float; var deadd: int = 0; private var healthScript: HealthScript; function Start() { target = GameObject.FindWithTag("Player").transform; navComponent = this.transform.GetComponent(UnityEngine.AI.NavMeshAgent); anim = GetComponent("Animator"); anim.SetBool("Attack", false); } function Update() { if (deadd == 0){ if (target) { var distanceToTarget = Vector3.Distance(transform.position, target.transform.position); if (distanceToTarget <= followDistance) { if (distanceToTarget <= attackDistance) { anim.SetBool("Attack", true); } else { anim.SetBool("Attack", false); } if (distanceToTarget >= minDistance) { anim.SetBool("Stay", false); navComponent.Resume(); navComponent.SetDestination(target.position); anim.SetFloat("speed", 1); }else { navComponent.Stop(); } } else { anim.SetBool("Stay", true); navComponent.Stop(); } } } } function OnTriggerEnter (col: Collider) { if (col.gameObject.tag == "Projectile") { deadd = 69; navComponent.Stop(); yield WaitForSeconds(0.1); anim.SetBool("Die", true); yield WaitForSeconds(1.12); Destroy(gameObject); } if (col.gameObject.tag == "Player") { healthScript = gameObject.Find("Player").GetComponent(HealthScript); healthScript.Die(); } } -------------------------------------------------------------------------------------------------------- Working fine like 90% of the time. But sometimes after i hit a Zombie the game "Pauses" and i get the following error: MissingReferenceException: The object of type 'SphereCollider' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. ZombieBH+$OnTriggerEnter$69+$.MoveNext () (at Assets/ZombieBH.js:74) UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17) After that i can hit the Pause Button and the game goes on. I only testet this on my m4. I don't use the other weapons in the game atm beside the rpg. Not sure if that happens on rpg too, could not reproduce it as fast as on the m4. I added a "Sphere Collider" on my particle_body as as far as i know this is the part that hits the zombie first. I did not modyfiy the Destroy After Script. But i added colliders to a lot of things to test what exactly kills my zombie. Perhaps i forgot to remove a collider from one object but i could not find anything else with a collider beside particle_untagged. --- I removed the collider from the particle_untagged and as for now the bug stopped to appear. Was the Collider at particle_untagged the reason for my bug? And why? I didn't noticed that when i fire a weapon a particle_untagged appears in my Hierarchy. So i thought this does not have an impact? I'd love to know if this was the reason for my Bug, and if i can improve my Zombie Script. Sorry for my really bad englisch, i am from Germany. Anyway, thank you
  11. Version


    Fps Arms Pack With sleeve and Arms payday style The Original Model is from Unity. The pack is updated
  12. Hey Guys, This is a project I have been working on for a while now, Here I will release progress of it. Youtube: OwnLogic Special Thanks To: OneManArmy [Parkour Controller and Weapons] Update 1 Update 2 PS: Also hoping find a modeller/animator/texturer to work on the project! IF interested in joining please add me on skype at Skyter88
  13. I'm working on a game that has a apocalyptic setting and has an absolutely GIANT world 20000x20000 terrain. The game is based in colorado after the cold war got hot in 1960 you were born in the year 1980 and your mom is shot and your dad is kidnapped by bandits. When you turn 30 your brother dies of an unknown sickness. You then have to leave your shelter and find your dad... This project is HEAVILY inspired by fallout and im trying to make it as different as possible to make a unique style. Here are some screenshots.
  14. I am trying to make a switch weapon script but, I am not able to switch my weapons with the scroll wheel. Here is my script if someone would like to help. using System.Collections; using System.Collections.Generic; using UnityEngine; public class WeaponSwitch : MonoBehaviour { public GameObject[] weapons; // push your prefabs public int currentWeapon = 0; private int nrWeapons; void Start() { nrWeapons = weapons.Length; SwitchWeapon(currentWeapon); // Set default gun } void Update() { for (int i = 1; i <= nrWeapons; i++) { if (Input.GetKeyDown(KeyCode.Alpha1)) { currentWeapon = i - 1; SwitchWeapon(0); } if (Input.GetKeyDown(KeyCode.Alpha2)) { currentWeapon = i - 1; SwitchWeapon(1); } if (Input.GetKeyDown(KeyCode.Alpha3)) { currentWeapon = i - 1; SwitchWeapon(2); } if (Input.GetAxis("Mouse ScrollWheel") > 0f) { currentWeapon = i - 1; SwitchWeapon(i - 1); } else if(Input.GetAxis("Mouse ScrollWheel") < 0f) { currentWeapon = i - 1; SwitchWeapon(i + 1); } } } void SwitchWeapon(int index) { for (int i = 0; i < nrWeapons; i++) { currentWeapon = index; if (i == index) { weapons[i].gameObject.SetActive(true); } else { weapons[i].gameObject.SetActive(false); } } } }
  15. Hey guys i am making FPS game right now....for explosion i shake my camera with random.random....but i want to make shake in the direction of then explosion..just check out the following video and you will get it what i am asking. Untitled.mp4
  16. Unity noob here! I want to make an fps game,and I downloaded a pre-made unity project which has a movable character(using FPS Controller) and 2 switchable weapons.The weapons are already animated i.e have sway,aim down sight,reload,recoil with shoot,smoke and flash animations and it's good to start from here.But the problem which I am facing is that I downloaded more weapon assets and added them with original 2 weapons,but they are not getting animated,even though I have copied the script from working guns.Please tell how to make it work.Thank you for answers in advance!
  17. Here are some fps arms i made in blender and textured with gimp! Enjoy PS. Arms are rigged! FPSarms.rar
  18. Hello my fellow earthings! Here is another free model for you guys. This time I have a pickaxe model for you. It's kinda basic but you guys can use it for whatever survival game or whatever you may need a pickaxe for. 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. Model Info: 286 Faces, 273 Vertices Texture Info: All textures are 2048x2048 resolution, Materiel includes diffuse, metalness, normal map, ambient occlusion, and a rough map. Sketchfab: Screenshots: And here's the download: Enjoy,
  19. This Is my first game on unity and it is too much of an undertaking for just me. The Game will be sold on steam for around $10 and each of us gets $2-$3 profit share. The game is based on Fallout by Bethesda and takes place in the wastes of Colorado and is nicknamed "Airforce Grave" because of the abundance of airforce bases and airports. The game is set in the year 2010, 50 years after the "Day of Black Snow". in July 1960. I need a 3D modeler and a C# scripter.
  20. I have been sitting for 3 hours and trying to combine both. Would someone help me? Multiplayer:!/content/14165 KIT:!/content/14165 PLS HELP
  21. I am looking for Team members For my FPS Game! I Dont have a name for it yet,i have just begun the project. I Need: -A Modeler/Animator -Programer -Map Designer Thats all i need. You can contact me at : (I Am one of the programers)
  22. Hi everybody That's an Animated 3D Model, works perfectly on Unity 4.6.1. Only non-commercial use ! Download link in the description.
  23. 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.
  24. Hello,I learn to make hacks for unity games,and i like to share with armedunity comunity! It is simple,just i work for single players games,and hacks for multiplayers are buggy!Any way,you need cheat engine and Visual studio! Any way,need to share?
  25. I have set up my model as humanoid and has rifle_idle animation and reload_animation. Gun is instantiated, parented to the right arm and is adjusted to the rifle_idle position. How can I make the weapon magazine sync with the reloading animation? I tried Inverse Kinematics but it does not work well.