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Found 338 results

  1. 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
  2. Hey Guys, So here is my latest project. This was abandoned a couple months ago after failing Greenlight and usually with most of my projects I like to post them here, however, it never came to mind with this one. Since I'm now renewing this project figured I might as well. Feel free to ask any questions and help give me some ideas! YOUTUBE: IHAZMIRACLE https://www.youtube.com/channel/UCzoGHQdij2Rg0BnRSbyD7jg FELWIRE This is a single-player FPS, featuring wave-based gameplay where you fight off hoards of monsters. Current Features (Not listing anything I didn't make, might also be missing some things): - 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. 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!
  3. 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
  4. 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 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: MadFPS Kit File Size: 306.12MB Download Link: http://www.mediafire.com/file/cas1g1fbxv4gkr8/MadFPSKitEarlyRelease.rar .EXE Demo Version Link: http://www.mediafire.com/file/c4r5ohhaeh1fcfj/MadFPSKitDemoERelease.rar Showcase Videos: Tutorial Videos: Happy Developing! MadWolf Games
  5. 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
  6. 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
  7. 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.
  8. 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.
  9. Fps kit Mobile

    is it possible to convert a fps mobile phone kit to a computer?
  10. 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
  11. 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
  12. 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.
  13. FPS game created with Unity 5 version 5.4.3, available in free download here: http://www.mediafire.com/file/d66l6ccd6jhh7at/juego.rar
  14. Hey there guys, finally got the animation sets and the weapon logic to utilize those animations, here is a short video. Feedback is appreciated. All of the items showcased below are subject to change or have content added upon them in the future, bar bones at the current state. Game? what is it?!, Still not sure, many things to plan out, me and my friends are in the process of creating the flowcharts and full road map, many things left to plan and think through. Please do share ideas below! Demonstration Video: Concept Art: Main Soundtrack(to be uploaded soon): Thanks guys, really do appreciate any sort of feedback. Stay strong.
  15. I often wondered how to do a Damage Indicator when I started unity 3d, So Heres a Tutorial on One, the video is a very basic on getting the dir data needed, the Part 2 well deal with the health and everything. Like I said I very basic and super easy to understand.. Because every Project so different...
  16. Changing arms FPS KIT?

    Is there a way I can change the arms model to two blocks (Minecraft arms)
  17. I want to display the whole hero character with the whole body and arms, is there a simple way to do this? If not, is there a way to change the arms model to something more 'blocky' resembling a minecraft rig?
  18. I'm trying to change the message displayed when the player box collider collides with the elevator platform button box collider in the AU FPS KIT v1.5, but can't find the code where I can change the message displayed ("Press Key E To Use"). Could someone please tell me where I could find the script to change the message?
  19. Janford County - Announcement Video

    Hey everybody, I've been missing from the community for a while and I have a good reason. I do music production under the alias "Nodfather" and have been doing stuff with that over the past year and a half. I decided to combine my fan base and knowledge of music and the knowledge I have of game development and started this project. Janford County is an open world first person shooter where you work through different fields of the black market to survive. I have released some footage of the project that showcases some features. WARNING: The frame rate looks like dumpster juice because my OBS settings are terrible For anybody interested in joining the testing group you can join that on htttp://www.janfordcounty.com also if anyone needs music in their games and want a sample of my music I am on Spotify and iTunes. Just search Nodfather
  20. FPS With Animation Help

    I am trying to do a DOOM style FPS but I am stuck at the animation... In addition to my problems my GetButtonDown (left mouse click) is not working public Sprite idlePistol; public Sprite shotPistol; public float pistolDamage; public float pistolRange; public AudioClip shotSound; AudioSource source; void Awake() { source = GetComponent<AudioSource>(); } void FixedUpdate() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if(Input.GetButtonDown("Fire1")) { source.PlayOneShot(shotSound); StartCoroutine("shot"); if(Physics.Raycast(ray, out hit, pistolRange)) { Debug.Log("Wszedlem w kolizje z " + hit.collider.gameObject.name); hit.collider.gameObject.SendMessage("pistolHit", pistolDamage, SendMessageOptions.DontRequireReceiver); } } } IEnumerator shot() { GetComponent<SpriteRenderer>().sprite = shotPistol; yield return new WaitForSeconds(0.1f); GetComponent<SpriteRenderer>().sprite = idlePistol; } }
  21. FPS kit weapon sound problem

    How can I add more than 1 "fire" sounds for weapons? like when I go to fire the gun have it it randomly use fire sound 1 or 2 having 2 or maybe 3 fire sounds would sound more realistic. thanks :3 Using this kit here | V
  22. Arctic Territory is a remake of a shut down fps game made by webzen in 2013. Our team has been working on the project for one year. Very top quality first person shooter and will be released in 1 month website : arcticterritory.host youtube channel : https://www.youtube.com/channel/UC3yBFkUwEZlDHw3Gso45d2w
  23. WIP Voxel FPS game

    Started couple days ago a little project. Its a voxel/block FPS base game. Need some help and feedback with what to fix, add, and if anyone is interested to company me threw the journey of creating the game Some YouTube support would be very appreciated! Here are the video links, hope you like the project : https://www.youtube.com/channel/UCbvX4MAq0KmdXpkTKANBpxQ