FPS Kit 3.0 is a template project for Unity 3D that allow developers create their own multiplayer FPS
Store Link
Here is a list of features included in this Kit:
Advanced multiplayer system powered by Photon Cloud
Create, Browse and Join other rooms
In-game public chat and team chat
Scoreboard that sort players by kill count
Authoritative damage system: player HP protected against hacking
Two game modes included: TDM [Team Deathmatch] and FFA [Free For All]
All the player actions are synced over network (position, rotation, crouching, firing, reloading etc.)
Cash system: player get cash awards for each kill which they can use to buy new weapons
Flexible weapon system
Add new weapons easily
Wide range of weapon types available: MachineGun, Pistol, Shotgun, SniperRifle and Knife
Important values are protected against hacking using obfuscation method
Support aiming down sights
Character animation system
Based on Legacy animation system
Simple IK that will make character look up and down, should work with any rig
Add your own character model without any problems
FPS Controller
Support crouching, running, walking, jumping, climbing ladders and sliding on sloped surfaces
Fall damage also included
Options
Players can change in-game screen resolution and visual quality
Controls are also customisable and are stored in PlayerPrefs
Mobile Support
The project include ready to use mobile controls and is optimized for mobile devices
(To enable these cntrols simply switch Unity platform to Android, iOS or Windows Phone)
If you find any bugs in preview build please let me know.
Also you can review tutorial PDF’s and if you find any typos feel free to report them aswell
Really great Fps-Kit you got there for us
I was feeling right home once I play the demo _
This Kit is one of the completed I saw/play for Unity right now… ;—)
Everything works and seems complete, I would use it without editing… xD
No lags or sluggish control, All works great together…! Without any bugs/errors.
Really CS like. Awesome Work.
I stay tuned ^^
And last but not least,
I was playing against an enemy on your Online demo… ^^
When I try it couple of minutes ago and they was also nothing to criticize ;–)
On the contrary it was really fun and smooth --
even with my low end system --
No lags and with working Chat ^^ Awesome ^^
Again everything works and feel great.
P.S. The only thing I had to do was to put the Mouse Control above 3.0… ;—p
Great to see you again, as well as this new kit. Previously I thought you were saying something different. However, here are a few things I noticed after playing the preview:
You could try to adjust the HeadBob script. So you can toggle on/off the X-axis or Y-axis or both toggled on, and switch between the Counter Strike-like movement and the FPS Kit 2.0-variant.
Unfortunately I discovered that there is no aiming function anymore, which is very disappointing to me.
There are no weapon layers yet, not a big deal
Bug: Shotgun loads 2 shells when 5 rounds are shot.
Ah well. That’s it!
I hope you’ll read this reply, so you can improve things.
I might consider adding more weapon swaying variations
Aiming is definitely going to be added in next update, however instead of aiming down sights it will be camera aiming (kinda like current sniper rifle)
EDIT: Actually I’m going to add both: camera only aim and ironsights + camera aim, developers will have option to select which one they prefer
In my previous Kit, weapon layer had it’s own camera to prevent models passing through walls, however it greatly reduced performance. Last time I tested it was in Unity 4, going to check if it was improved in Unity 5
That’s just how animation look, the way it works is you set time how long should it take weapon to reload then it plays reload animation during that time
All the scripts are well commented so it will be easier to understand them and customize if needed
P.S. FPS Kit 3.0 was submitted to Asset Store earlier today and is awaiting verification
P.S. Do you think it would be possible to keep the Player’s weapons (he bought) after getting killed as well? I would advise you to write something about this as an additional feature, like you did previously on the FPS Kit 2.0-post.
(example: Adding points, CTF-like)
Keeping same weapon after re-spawning is actually really easy to do, you just need to comment one line of code.
I am planning to create dedicated forum where developers will be able ask questions about FPS Kit, share their work etc.