UPDATED: Current version - 2.0 for unity 3.xx
Webplayer First Person Building Demo (31Mb): http://the3daction.com/unity-shooter-engine/fps-building-demo
Webplayer Third Person Building Demo (31Mb): http://the3daction.com/unity-shooter-engine/tps-building-demo
Very big update. Mostly all scripts were reworked. In the new version I have fixed main project’s problems - third person person player now has no jitter, added a blending between aimed and normal states of Player (aim and fire animations moved to locomotion groups). I still keep a version of this PlayerAnimation script with aim and fire upper body animations - because it requires less animations.
You can load any previous level from menu. Any level item in the “Load game” menu can have a thumbnail and a description. All gameprogress will be saved now - Player health, lives, all weapons, bullets, clips, enemies killed, score and so on.
You can add Intros in LevelStatus script. Movies or cameras (animated or not) can be used for it. You can make intro levels. Intros can be started on level start, or at any time using Trigger script. You can add any number of cameras in the level now and turn them on using Trigger script for example. (Or use function ChangeCamera(gameObject) in LevelStatus script for your own scripts).
Underwater system. Underwater damage for Players and all AIs. New “Oxigen” bar for both Players. If “Max Underwater Time” param is exceeded for AI - it will stop hunting and will try to get off the water. Movement speed decreased in water. No footprints and footstep sounds in water. No falling damage if water level more then character height. “WaterInteractions” script can be added to Players/AIs and used for water particle effects and to check “inWater”/“underWater” states, but in advanced mode can be used for ragdolls/rigidbodies effects. It is simple and it is not real buoyancy script, so you can use another buoyancy script for ragdolls/rigidbodies instead. “UnderwaterEffects” script, if placed in the scene, switches underwater effects for any active camera.
Little changes to HeadLookController script. HeadLookController’s segments now divided into two types - “used for aiming” or not. Effect for every segment now can be changed individually. Because of it, TPS Player now can look along his camera direction when he is in not aimed state, and also can look at nearest enemy (if any in his seek range). All AIs can look at his enemies too for now.
Player now has droppable weapons. Added “Max Carried Weapons” param. Player should drop any weapon to pickup a new one, if already he has maximum of them.
TPS Player now can climb ladders and use Jumppads too.
Player and all AIs now use standard Character Motor instead of locomotion’s one. It is now a little extended - I have added a function for platform game controls for it. So, speed on slopes can be clamped for all of them, but support for moving platforms, sliding still available only for Players yet (these animations can be assigned).
Very enhanced fire animations (for both players and armed enemies). Fire animations now work in sinc with the gun scripts. Added “Shot Delay” parameter to gun scripts, so for now gun scripts can be used for hand grenades for example.
Reworked AI scripts - AI movements, logic (Friendly AI now trying not to lose the Player), shooting for armed enemies. Animal AI now can retreat. Added two params for it - retreat probability and retreat distance. Armed AIs can use ArmIK script for their left hands positioning (with same params as Player has).
Reworked Pickup script. Added simple “Score” type of pickup.
Reworked death camera.
Both Players and all AIs can have regenerating health. You can set speed of the regenerating.
See new demos! I used old building scene for new demos. The scene divided into three parts to demonstrate “Load game” menu. It will be shown only if you already have at least one level done.
AI scripts use A* Pathfinding project 3.0.
Old links to the demos below was deleted already. See latest List of Features here: http://the3daction.com/
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Hi! My UNITY SHOOTER ENGINE 1.0 now available. It contains the necessary scripts and prefabs for quickly shooter creating. Now you can create shooters without any scripting!
Webplayer Terrain Demo(24Mb): Домен припаркован в Timeweb
Webplayer Building Demo(26Mb): Домен припаркован в Timeweb
You can get U.S.E here: http://the3daction.com
LIST OF FEATURES:
CHARACTER MODELS
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Easy adding new characters to game - as minimum requirement, your character must have four animations: run, idle, aim and shoot. But it will look best if your character have all animations needed - two sets of animations for pistol and machineguns - run, walk, idle, aim, shoot, reload, change weapon, and also additional ones for some actions (for hands and bomb deactivating).
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You can import your characters, who already have weapons attached, or the weapons can be imported into Unity separately.
You can simply add or remove any weapon for your character prefabs. -
You can only have one prefab for the identical enemies that have a difference only in the weapons (and only have one ragdoll prefab of couse). On level start or enemy or ragdoll instanciating, required weapon will be selected automatically.
WEAPONS
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In shooter engine, you can use two universal weapon scripts - first script uses rigidbody bullets and gravity set on. You can use it for weapons with ballistic trajectory (and I think, for all player weapons).
Second script does not use rigidbody bullets. It is more suitable for enemy weapons. -
All weapons use light sourse and particle effect for muzzle flash. Also weapons have near and far shoot sounds, empty and reload sounds, empty hulls, adjustable inaccuracy (inaccuracy will grow with every shot), and can have optical scope. Every weapon can have its own crosshair.
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Bullets. Player and his enemies can shoot through objects (a glass for example). Bullets can have ricochets. For objects with different tags, for every tag bullet has its own particle impact set, bullet hole set, and set of impact sounds (they will play randomly). You can select an explosion to the bullet, or set an impact force and damage of a bullet. Also, every bullet can have set of whizby sounds, played randomly.
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Explosions check objects for visibility, so for visible or invisible objects damage and force applied differently.
LEVELS
- Player can exit level in case: player has opened all doors, or (in case - need to kill all enemies) all enemies killed, or (in case - you have some items on the level) all items found. You can use one or combination of those cases on your level. Also, player can use trigger object to end level, otherwise level will end at once if one of the cases completed.
After game level, score level will loaded to show number of enemies killed, level and total score and so on.
AI
- You can use AI system - enemy AI, friendly AI (can be used also for unarmed characters, e.g. hostages), animal AI (depends on tag, animal can be enemy or friendly). All AI scripts use Locomotion System by Rune Skovbo Johansen - Locomotion System | Animation Tools | Unity Asset Store and A* pathfinding by Aron Granberg - A* Pathfinding Project.
Also, I include in the package modified Orb AI script from official 3d person shooter demo project. Now it is compatible with other AI scripts, and has three states - idle, fight, search and finds path between the three, not two points. Now it is well oriented even inside buildings. I think, it can be used for a variety of enemies - ghosts, flying monsters and so on.
Player, all enemies or friends comment on everything that happens.Player and friendly AI can talk when they’re away from their enemies.
CAMERA
- First person/third person view camera. Plus additional views - view down sight or (if weapon has it) view through optical scope. In game settings, you can set on or off ability to change distance of the camera with mouse scroll. Also, in the game settings you can choose type of controls. You can use platform controller for third person view and FPS controller for other views or use only FPS controller.
OTHER FEATURES
- All movable objects sounds. Blood or water footprints for all characters. Blood pools. Blood sprays and stains on the walls and the floor. Slow motion script. Player can fight with hands.
Also I include in the pack 3ds max .bip file with all my new Hero animations.
Before first run of U.S.E, you need copy to this project A* Pathfinding script files! I did not include them in the package. However, the AI scripts require these scripts to work! See readme file included.




