Pistol Animset Pro - TOP DOWN SHOOTER

Hi!

Pistol Animset Pro is now not only 80 motion capture animations of a guy with a pistol, but also a Top-down shooter game template! I actually enjoy making those little mechanics like opening doors and teleporting the player very much, so I’ll be expanding this template more :slight_smile:

WEB PLAYER - click to play!

Asset Store page - Pistol Animset Pro

The top-down shooter game template includes:

  • Player character with pistol, grenades and melee using motion capture
  • Enemies with pistols using Unity Navigation
  • 4 kinds of door mechanisms (including keycard!)
  • explosive barrel s
  • 1m high obstacles you can vault
  • elevator
  • teleporter
  • explosive land mines
  • hackable automatic turrets
  • enemy kill conter
  • a game level

Next plans:

  • switching weapons (pistol, rifle, shotgun, rocket launcher)

Wow … what a great demo. Love your animations. You should consider adding animations for larger guns like assault rifles and such. I’m sure it would be a great seller.

I did. Rifles and shotguns are in Rifle Animset Pro package on Asset Store.

I’m not sure what it is but, after the character dies on your web player, it says “plugin failure” and freezes my computer. (I’m on a Mac Desktop) Happened twice, had to restart, it froze everything but my mouse. Other than that, the top down view with those animations are pretty great. Thanks for making it available.

After you die I use “RestartLevel”. Apparently the Web Player plugin has a problem with this on Mac (PC works normally). I can’t do anything about it, looks more like Unity Web Player… well… plugin failure :slight_smile:

Very cool. Nice work on it.

The package is on Asset Store, get it here:

Asset Store page - Pistol Animset Pro

Any chance of releasing this as a stand-alone set that works without Playmaker? I like the idea of the kit, but would rather have it working in C#, instead of Playmaker.

Hi Kubold I downloaded the pistol animset pro but I can’t find the top down scene. Can you tell me where to find it? Thanks!

Sure, they are in

PistolAnimsetPro/Scenes/

folder. Check the attached jpg :slight_smile:

Sorry, I can’t code, so absolutely no chance.

Sorry, Unity kept downloading the older version yesterday when I hit “Update” … It finally downloaded the latest version today. The top down shooter looks awesome, thanks!

Hi Kubold,

I have a question about the top-down shooter (which is really cool and fun by the way).

When the player is walking, his gun almost instantly follows the aimTarget whenever the aimTarget is moved around the player.

When the player is standing still, his gun often lags behind the aimTarget. This is especially true when trying to turn the player around quickly.

Is there a way to make his gun follow the aimTarget just as quickly even when he is standing still? Thank you!

Hi,

Aiming is done by additive animations. He follows the aim target with same speed (actually it’s not speed, it’s delay, 0.1 sec) all the time. The lag when turning around quickly is caued by the speed of turning animations (so, he turns, but he can’t turn THAT quick, not in 0,1s, hence the delay).

How to make it quicker - few ideas:

  1. Go to mecanim graph and make turning animations speed x2 or x3 (you can adjust speed per animation).

or

  1. Rotate him when he turns, so the turn will come not only from Root Motion, but also from procedural turning - this will make him rotate way faster, without speeding up the animations. That’s what I’m doing when the character walks and it will also look good when he stands, if you won’t overdo it :slight_smile:

You can also use IK on chest bone and totally turn off the AimOffset layer in Mecanim (only in Pro). So you basically set an IK goal for the character as AimCompass and only for rotation, every frame. Just like in the end of that tutorial:

I’m making IK for the hand there, but you can do same for chest. Just turn on rotation, not position.

I tried speeding up the animations up to 5x faster, but it doesn’t help, and I don’t have Unity Pro, so I guess option 2 it is…

Can you clarify what you did exactly when the character is walking? I copied over the Playmaker actions from the Walk state to the Standing Idle state but it doesn’t seem to do the trick. Sorry I’m not familiar with Playmaker enough :frowning:

Or maybe you did it another way? Thanks for your help!!

It would be great if you could add a sprint, crawl and cover mechanics :slight_smile:

From the bottom:

There are sprint animations in the package (just forward). Add sprint animation state in mecanim graph, add some variable like “isSprinting” that controls the transition and add a button in FSM that changes this bool. Covers are way bigger subject that requires much work and very complicated AI for the enemies, so… be patient :wink:

Now, as for the instant rotating while idling, in detail:
What you need to add in Idle FSM State is 1 simple Action:

“SmoothLookAt”

Then set the Owner to your character (the one with Animator Component). Set the Target to AimCrosshair. Set the speed to what feels best for you, even 0 if you want.

That way the character will …well… smoothly look at the crosshair all the time :slight_smile: You will loose some animation quality of course. That’s why I didn’t want to do that, and chose to make the shooting direction independant of animations.

Btw. the BEST option would be adding 4 additional Additive Aim animations, where character is aiming 180 degrees. I’ll do that in the next update.

Hmm, putting a SmoothLookAt on the Animator component made the feet not move when he turned.

So what I did instead was, a SmoothLookAt on spine1 with an offset from the AimTarget. This made the gun spin quickly (what I wanted for gameplay) but the feet would catch up a bit later.

Any reason why I shouldn’t do a SmoothLookAt on the spine1? Seems to be working pretty well. Thanks!

No man, it’s perfect. I provide the assets, you make the game :slight_smile:

Cool thanks! Do you think you will ever do the two-joystick mobile setup for the RifleAnimset sidescroller (similar to the top down PistolAnimset level)? The sidescroller would be a great basis for a mobile game.