[RELEASED] Cover + Shooting System - Third Person Shooter

Hi fellows, my name is Vinicius, the creator of the 3rd Person Controller + Fly Mode asset.

Today I am pleased to announce the release of the Cover + Shooting System - Third Person Shooter, a starter kit for any third person shooter game.

Get it on the Unity Asset Store: Cover + Shooting System - Third Person Shooter

Besides the elements already present on the free asset, like run, sprint, jump, and aim behaviours, and a dynamic third person camera with collision detection, this asset contains scripts for player covering and shooting behaviours, as well as another special player movements.

The cover system features auto navigation to cover, peeking around corners, turning over cover corners, quick transitions to nearby covers, and jump over cover movements.

The shooting behaviour features full interaction with weapons, like pick up, aiming, shooting, reload, drop, and change weapon actions. This system presents configurable short and long weapons, like pistols, assault rifles, etc. Features 3 different weapon modes: semi automatic, burst mode and automatic. Effects for shot, flash, tracer, and bullet holes are included.

This package already comes with Xbox One Controller input fully configured.

On the asset page you will find a video presentation, based on the demo scene included, and a video tutorial explaining how to setup this asset on your own project.

For any support related issues, to ensure the faster response, please use the official support channel:

Support for the Cover + Shooting System

This is the official forum for suggestions, comments, etc. Please fell free to provide any feedback.

Thanks!

This is great! I’m definitely buying it. The 3rd Person Controller you wrote is the best free asset in the store.

Do you plan releasing more assets in the future besides these two?

Hi Felipe, Thanks for your feedback.

As some people requested, there is a mobile version of the Third Person Controller + Fly mode on the way. This includes virtual buttons and analogs to simulate a gamepad controller on mobile touch devices.

Also there are some other behaviours for the player to be published, but right now they are on early stage of development. You can keep on eye on my youtube channel, since it is the first place to know what I’m working with:

1 Like

Here are some more details about the Cover behaviour. It features the following special movements:

3255806--250824--turn.gif
The turn cover corners movement.

3255806--250827--change.gif
The quick change cover action, for nearby covers.

3255806--250822--nav.gif
Auto navigation to covers, within a specific range and in the player’s FOV.

3255806--250823--stand.gif
Dynamic cover height detection, for auto stand and crouch actions.

3255806--250820--jump_over.gif
Quick jump over cover action, that returns to basic locomotion state.

1 Like

Here are some more details about the Shoot behaviour. It has the following features:

3255808--250850--shot.gif
Particles for shot flash, shot tracer and the smoke trail.

3255808--250847--hole_smoke.gif
Bullet holes, sparks and smoke on shot destination.

3255808--250846--change_weapon.gif
Simple inventory system with 2 slots, for a short and a long weapon.

3255808--250848--pick_weapon.gif
Weapon interaction, featuring pick up and drop, with weapon HUD and physics included.

3255808--250849--reload_weapon.gif
Reload, shoot, hold and other interactions for short and long weapon types.

Other features:

3255970--250853--aim_cover_c.gif
Aim over lower covers, without exiting the cover state, and switch shoulders when aiming.

3255970--250852--aim_peek_blocked_c.gif
Peeking and aiming on wall corners when covering, and block aim when too close to a target.

3255970--250854--lock_on.gif
Camera lock on target, to follow player rotation on temporary movements.

3255970--250851--weapon_hud.gif
And also a screen HUD to display the current weapon, bullet amount, and total bullets.

when i use a long weapon in the demo and aim around corner the weapon starts acting wierd
like it moves down then up of something

Hi, sorry for the delay.

For support issues, I recommend the use of the support e-mail for a faster feedback.

Could you provide more details of what is happening? If possible, a video or image of the issue.

Thanks.

Hi , Love the animations. Were these mixamo or did you make new animations ? Looks really cool

Mixamo is great, they provide amazing animations indeed, and their auto rig tool is also a time saving!

Some of the animations are from the raw motion capture library from Carnegie-Mellon University, and some are customized also

1 Like

Hi fellows. The latest version now deals correctly with slanted surfaces. While covering, you can walk up and down trough ramps, etc:

3316700--257908--ramp.gif

The updated version is already available at the Asset Store.

concurrency to invector at less than 1/2 of the price? Nice!

1 Like

I have an issue with your other asset 3rd Person Controller + Fly Mode but your help might be interesting for others as well.
As you can see in the attached screenshot the character is floating above the ground though the capsule collider is set up correctly. This screenshot was made using the example scene included in the asset as it is. The offset between the feet and the ground is very noticeable due to the shadows.
It looks like the blue gizmo sphere is aligned to the ground collider but was is that?

Hi rjakob13, for questions related to this asset, I kindly ask you to use the comments section of the video tutorial related to this asset. There will be easy for anyone who is using it to see.

As for the example you provided, these colored orbs are related to bone/joint positions of the skeleton/armature. I will try to open the avatar on a 3D editor where we can see the skeleton and check if it is correctly positioned.

Is there any instructions to integrate with Emerald AI, or any other kind of AI system?

Hi, sorry for the delay.

If you are want to use this package to control the player and camera, and the Emeral AI to control de NPCs on the scene, is perfectly possible, due to the great modular aspect of the Unity classes and objects. One does not interfere with the other.

But if you are intending to use the behaviours defined here as custom actions for NPCs, unfortunately, due to the way this package was built, this is not possible at the moment. This package was crafted to deal with player and camera movements, controlled by player inputs that is handled inside the scripts. Although it can be done, you would need to adapt the scripts a bit.

The good news is that an AI adaptation for this behaviours, to be used on NPCs, is on the plans to be crafted, and also an integration with multiplayer modes.

Thanks for your reply.

Actually I did not at all consider Emerald AI would take cover and etc. But I am interested in using this for player mechanics.

What I would need though is some kind of tutorial which provides detailed instruction on how to let the AI send damage to the player (tailored specifically for how Emerald works with ranged and/or melee attack) and how the player would send damage to the AI. Ideally this could also include instructions on how this could be done with Play Maker, as I myself actually can’t program a single line of code.

I think you are saying that you (or an associate) are working on your own AI. That would also be great, as an all in one package would save the need to know how to integrate third party assets.

Anyway, I love how your asset looks. Watching the video makes me want to make a Deus Ex like game :slight_smile:

To deal with player damage caused by enemies, you can use Play Maker normally, since the scripts for player behaviour are independent from anything you add to the player via Play Maker. You just have to deal with player health and player death on the Play Maker itself.

The opposite situation is a bit different, since it will be the Shoot Behaviour script that will send the damage information to the NPCs. Right now it can be done by script. If you check the video tutorial (
https://www.youtube.com/watch?v=f6kCN1ZHhVE
), you will learn that you just need to add a class that inherits the Health Manager, and implement the TakeDamage() function inside it. This is the way to make the shoots interact with any object on the scene you want.

Although I had no contact at all with Play Maker yet, I know it is a tool many people like to use. I’ll look forward into it to see the best way to integrate with the asset, thanks for the suggestion.

1 Like

How can I fix the animations? When you look at the pistol aiming animation the hands get crossed. Maybe not for the shadow character but for all others. Also if you notice, when shadow character returns the pistol back to the withdraw position even his hands cross.

Hey @Viniterra you asked me to provide an image showing you the clipping I was experiencing. It happens when the player is covering against the wall. When he is not in cover the camera does a good job of not getting pinned. Here’s a picture of the player covering against the wall.