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Found 349 results

  1. ZByte Defender

    Version 0.0.1

    1 download

    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:
  2. 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.
  3. 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
  4. 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:
  5. [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!
  6. 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 :
  7. I need a survival game template multiplayer if someone have one plz contact me, thx
  8. 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.
  9. 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.
  10. Payment: no sure kinda just doing this for fun, maybe if people like this game we can make money Previous work: did some 3d modeling for games a few years back but now I'm getting more into the coding now (all my 3d modeling skills are gone lol.) Progress: Working on the best weapons script ever based on real-life statistics of weapons to affect things like wound size, recoil, fire rate things like that :D. Also working on a hitbox system that calculates the probability of bullet movement after entering a body with the weapon variables and inflicts bleeds based on wound size that weapons make that also calculates the blood loss of an actual human that gets shot, based on there heart rate and movement after the wound. Job Roles: would love some people that just want to help see this come together - would really love an animator, 3d modeler and 2nd coder to help me
  11. Raycast Ignores skyBox

    Hi, i am currently making an FPS in one week(Challenge) but i got stuck, the problem is that i made layers that the raycast ignores, and since the skybox is not an object, it ignores it. Help please. Code: void Fire () { if (fireTimer < fireRate || currentBullets == 0) return; RaycastHit hit; if (Physics.Raycast(firePoint.position, transform.forward,out hit, Mathf.Infinity, myLayermask )) { Debug.Log("Hitted: " + hit.transform.name); } anim.CrossFadeInFixedTime("Fire", 0.01f); Rigidbody rb = hit.transform.GetComponent<Rigidbody>(); if(rb != null) { rb.AddForce(transform.forward * 700, ForceMode.Force); } currentBullets--; fireTimer = 0.0f; }
  12. Hey guys! I made Update 1 video of project names Calister showdown. To Do list for a few upcoming updates: - Dynamic reloading anomation - Bug fixes - Ragdoll shoot force - Footstep sounds - Networking - Weapon aiming Please keep in mind that models, scenes and animations will definitely change and are just placeholders at the moment. Leave some feedback if you find it good https://www.youtube.com/watch?v=oMFsQIhZpRY
  13. FELWIRE This is a single-player FPS, featuring wave-based gameplay where you fight off hoards of monsters. Current Noteworthy Features: - V.Low Poly Style - Parkour System - 3 Current Enemies (Basic, Flying & Kamikaze) - Grappling Hook - Special Shop - Abandoned Atmosphere (One map so far) - Multiple Weapons - Interactable Main menu - Scoring System Updates: This game is currently in development. YOUTUBE: IHAZMIRACLE https://www.youtube.com/channel/UCzoGHQdij2Rg0BnRSbyD7jg Note: This game does contain some assets I purchased, they are given credit in some of the videos descriptions and I am very open about it. Feel free to ask any questions and help give me some ideas!
  14. Hello all, I'm the CEO of a small team who's working on a FPS project called Traverse ( http://traversethegame.weebly.com/ ). We're working on Unreal Engine and planning to release a crowdfunding really soon. We have a person for every field necessary but we're looking for more people to reach our goals fast. Team is friendly and very motivated. Traverse is a linear first person shooter with a game play combination of exploring, solving puzzles and fighting against enemies. Our goal is that the game play feels different than other current shooters on the market, and our focus is not entirely on combat. We want to achieve a good balance between a narrative experience, interesting puzzles and fun but challenging combat. we've already have made progress in concept and development, (you can visit the website to understand more about the story, and current development), but we want to reach our goals faster, so I'm asking anyone here who is interested at joining. Please contact me thru PM if you got any question or are interested in joining. I'm looking to find: 4 more 3D Environment Artists. 2 more 3D Character Artist. 4 more concept artist The project is being developed in Unreal Engine. We're also looking to find: 2-3 Level Designer 2 Programmers (BP or c++) Please PM me or add me on Discord BTEK#8195 or join the server https://discord.gg/zwNkyd4
  15. MadFPS Kit

    Hello ArmedUnity! I’ve made my first FPS Kit for you and me! It helps me to improve my current knowledge, playing around with code, making new systems.. etc. While Im learning I want you guys to use and improve my progress. You are free to make a game with this! But you will need to change every model! This is completely made from scratch! Even the FPS Controller! I hope I will get some feedback for it. Helps me improve this kit and my knowledge! This Kit will get Daily or Weekly updates! Description: FPS Controller Simple { Crouching, Jumping, Sprinting, Walking } Can Crouch detection under Objects Animated Legs PLACEHOLDER Player Simple Weapon Script Weaponswitching Weapon Drop Rigidbody dragging Simple UI Simple Wallrun Simple Ladder Climbing Simple Parkour Middle Level AI AI search for cover when attacking player AI search for cover that AI is safe AI search for nearest cover AI Weapon Script AI Weapon Reload AI Wandering Script AI Text on head (only visible if player looks at AI) and more! Update 2: Added Sprinting animation Added Pickup animation Improved Parkour Improved Ladder Climbing Improved Legs Fixed Bugs Added 3 Demo Scenes Added Main Menu Added Load Level OnTrigger Script Update 3: Added Simple UI Fixed shooting while running Updated Weapon Drag script Added smooth crouching Commented 50% of the code Added tooltips Update 4: Performance Update 1: Fixed Bugs Fixed Some Errors Added PauseMenu Edited MainMenu (Added Control info for now, next will be editable controls) Updated Weapon Script Updated Player Script Updated MainMenu Script Updated Player Canvas Updated Scenes Removed Several Models, Textures Edited Texture Quality and much more... To-Do: Making code cleaner More Performance New Weapons (Guns and Explosive) Add human AI Fix bugs Work on wall running Work on parkour system Work on ladder system and more... Please give me suggestions of what I could add. Unity version: Unity 5.6.4p4 or higher. File Name: MadFPSKitV0.4pu1.rar File Size: 276.54 MB Download Link: http://www.mediafire.com/file/0j9c493g8sirria/MadFPSKitV0.4pu1.rar .EXE Demo Version Link: http://www.mediafire.com/file/c4r5ohhaeh1fcfj/MadFPSKitDemoERelease.rar Showcase/Update Videos: Tutorial Videos: Happy Developing! MadWolf Games
  16. Hello Guys Here is my script function Update () { if(Input.GetKeyDown(KeyCode.Q)){ transform.Rotate(Vector3.up,180); //When i press Q, the camera will rotate should be rotate 180° } if(Input.GetKeyUp(KeyCode.Q)){ transform.Rotate(Vector3.up,-180); // When I dont press Q, the camera will rotate back to normal posisition } } I was trie to make Look Back System like in Outlast game but somehow the rotation Axis jumping beetwen two values, tried to make the value changing smoothly but i tried many function but it didn't work. Thanks in Advance
  17. Here is the code of Health Script of my Player and the name of my player health script is HealthingScript my AU_FPS Kitv1.5 and another code is of my AI`s bullet script. I don`t know how to receive Damage from AI, Please help me I want to upload my #1 Fps update on Youtube. My player tag is "Player" function PlayerDamage (damage : int) { if (hitPoints < 0.0) return; hitPoints -= damage; aSource.PlayOneShot(painSound, 1.0); t = 2.0; if (hitPoints <= 0.0) Die(); } using UnityEngine; using System.Collections; /* * Moves an object until it hits a target, at which time it calls the Damage(float) method on all scripts on the hit object * Can also home in on targets and "detonate" when in close proximity. * */ namespace TacticalAI { public class BulletScript : MonoBehaviour { public string damageMethodName = "Damage"; public float speed = 1000; public LayerMask layerMask; public float maxLifeTime = 3; //Bullet Stuff public float damage = 16; //use for shotguns public float bulletForce = 100; //Hit Effects public GameObject hitEffect; public float hitEffectDestroyTime = 1; public string hitEffectTag = "HitBox"; public GameObject missEffect; public float missEffectDestroyTime = 1; public float timeToDestroyAfterHitting = 0.5f; private RaycastHit hit; private Transform myTransform; //Rotation private Quaternion targetRotation; private Transform target = null; public float homingTrackingSpeed = 3; public float minDistToDetonate = 0.5f; private float minDistToDetonateSqr; public string friendlyTag; void Awake() { myTransform = transform; Move(); StartCoroutine(SetTimeToDestroy()); } //Automatically destroy the bullet after a certain amount of time //Especially useful for missiles, which may end up flying endless circles around their target, //long after the appropriate sound effects have ended. IEnumerator SetTimeToDestroy() { yield return new WaitForSeconds(maxLifeTime); if (target) { Instantiate(hitEffect, myTransform.position, myTransform.rotation); } Destroy(gameObject); } IEnumerator ApplyDamage() { //Reduce the enemy's health //Does NOT travel up the heirarchy. if (hit.transform.tag != friendlyTag) { Uncomment for RFPS if (hit.collider.gameObject.GetComponent<FPSPlayer>()) { hit.collider.gameObject.GetComponent<FPSPlayer>().ApplyDamage(damage); } 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); } // Update is called once per frame void Update() { Move(); } //Move is a seperate method as the bullet must move IMMEDIATELY. //If it does not, the shooter may literally outrun the bullet-momentarily. //If the shooter passes the bullet, the bullet will then start moving and hit the shooter in the back. //That would not be good. void Move() { //Check to see if we're going to hit anything. If so, move right to it and deal damage if (Physics.Raycast(myTransform.position, myTransform.forward, out hit, speed * Time.deltaTime, layerMask.value)) { myTransform.position = hit.point; StartCoroutine(ApplyDamage()); } else { //Move the bullet forwards transform.Translate(Vector3.forward * Time.deltaTime * speed); } //Home in on the target if (target != null) { //Firgure out the rotation required to move directly towards the target targetRotation = Quaternion.LookRotation(target.position - transform.position); //Smoothly rotate to face the target over several frames. The slower the rotation, the easier it is to dodg. transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, homingTrackingSpeed * Time.deltaTime); Debug.DrawRay(transform.position, (target.position - transform.position).normalized * minDistToDetonate,Color.red); //Projectile will "detonate" upon getting close enough to the target.. if (Vector3.SqrMagnitude(target.position - transform.position) < minDistToDetonateSqr) { //The hitEffect should be your explosion. Instantiate(hitEffect, myTransform.position, myTransform.rotation); GameObject.Destroy(gameObject); } } } //To avoid costly SqrRoot in Vector3.Distance public void SetDistToDetonate(float x) { minDistToDetonateSqr = x * x; } //Call this method upon instantating the bullet in order to make it home in on a target. public void SetAsHoming(Transform t) { target = t; SetDistToDetonate(minDistToDetonate); } } } in code there is word(FPSPlayer) i don`t what is that? How to give damage to player? Any help and answer is appreciated here. Thanks
  18. How to add more guns in AU_FPS_KIT v1.5

    My question is simple. How can I add more guns in AU_FPS_KIT v1.5(Testmap.unity scene) with script like WeaponNew, WepaonIndex etc. It have reloading, firing, draw animation and I think I can increase the firing animation(like auto shooting recoil from script). Yes, it also have hand that is animated I wanna disable hand when it is on the ground but when the player picked it up then it will come as like this, you can see in image. I wanna change the first image which have gun to without hand and when the player pick it up pressing E button then it come just like image with hand. I hope u people will understand my question and help me a lot. Any comment and solution is welcome here.
  19. I want some offline FPS game which have AI and guns with aim down sight and with various animation. SO that I can get some example to make my own project.
  20. Fps kit Mobile

    is it possible to convert a fps mobile phone kit to a computer?
  21. Hello guys, I'm searching someone that can animate some weapons for a FPS horror asset. I already have guns and hands models. The animations doesn't need to be AAA quality, i just need "good" ones Models to animate: pistol, smg, shotgun, flashlight, melee. For more infos about animations, models etc. just PM me or email at "giovanni.cartella@hotmail.com" Of course i can pay Thanks
  22. Zombies game remodel

    If you remember my first zombies game made with the kit was basically crappy version of call of duty zombies, well now I have made it slightly more fun in my opinion. There are currently only 2 maps, the original Nazi base map which has a new room, new weapons and no longer has the broken mystery box. Some aspects of the map were changed for the purpose of flow and a few glitches were patched as well as new features like auto reload and a low ammo warning. I also added engrams that can drop random weapons from the zombies when you kill them basically like destiny. I also added a few weapons from destiny that you can get as well as a few other weapons from world war 2. Also added in a new perk in the new room. The bosses have a better and higher engram drop rate. The other map is a mixture of borderlands and some destiny aspects, mostly out in the open and only 1 perk in that map. the enemies are not Germans in this map they are borderlands style enemies. also has destiny weapons and the ww2 weapons and boss rounds. but in this map the only way to get new guns is through engrams. Just for fun not any other reason or commercial use at all. DOWNLOAD for more photos go to here and scroll down to previous project: http://clayschrome.wixsite.com/portfolio/my-work
  23. Fps assault Arms Pack Issue

    Hey! I'm having a small problem with the First Person Assault Character Pack https://www.assetstore.unity3d.com/en/#!/content/17201 , The problem is when i turn to the "Game" window, the arms doesn't show. I almost everything(Changing Culling Masks, Tags, etc) But it keeps showing I Appreciate Answers.
  24. FPS game created with Unity 5 version 5.4.3, available in free download here: http://www.mediafire.com/file/d66l6ccd6jhh7at/juego.rar