UFPS is a battle tested first person shooter base platform for Unity. One of the longest-running and most popular titles of the Unity Asset Store, it’s an awesome way to enhance your FPS – or get you started on a new one!
UFPS is the cornerstone of several famous and highly acclaimed indie games, including Gone Home, Slender the Arrival, Time Rifters and Shark Attack Deathmatch – with many more in development. It’s praised for being powerful and easy to extend in any desired direction.
UFPS is known for fluid, realtime-generated camera and weapon motion. But that’s just the beginning. Since 2012 it has been steadily expanded, supported and refactored with a focus on robust, generic FPS features.
UFPS can be used as a cornerstone for a new FPS, but great effort has also been put into keeping it modular, so you should be able to pick it apart and use bits and pieces of it in your existing systems.
Features at a glance
Physics-based camera & weapon animation: Breathe life into melee weapons, guns, cockpits and more
Mouse smoothing & acceleration: No more jerky input!
Camera shakes, earthquakes, shockwaves, boss stomping, impacts!
What a spectacular demo and excellent asset - best luck on this one Cal I think you’re going to do great! Makes me wish i’d gone the FPS route instead of TPS! Only thing i’d say to add here would be support for weapon kick when firing (maybe i missed that through, just about everything else seems to be there). Great work!
I like it, it defeats the purpose without being able to shoot, often people check whether you can shoot in the air, whether shooting while landing affects shake, or accuracy, i mean its all 1 system, and if your system doesnt support the movement (effects u made, such as earthquake, or landing) affecting the accuracy, then it defeats the purpose of your product, because the other systems do support accuracy being adjusted by moving, and shaking, and effects.
i like what you have, its credit to your talent, but its more of in a state where we , “donate now” to get you to “finish” it into a “usable in real FPS productions” state, type of thing.
I’d pay good money if everything worked right, but at this stage, i couldnt even download it for free. Im sure this is like 1 week away for you, and it’ll be an elite product in a week, but let us know in a week when that functionality is in there.
Thats a great demo ,i to would like to be able to shoot.Also can we keep the mouse pointer in the demo screen i kept opening emails on my other moniter :).
This is so amazing that it just made me countiniue working on game. Properly set camera is 90% of FPS game, with bad camera and weapon placement you can totaly screw up FPS game, what you did there is great, all camera styles seem to have very nicely placed weapons. I will probably purchase it but as it was mentioned above it would be nice to have jumping and all those effects included by default so that they affect shooting or targeting.
amazing, been waiting for this for some time. Being able to test shooting will be first price though. Does it come with any other animations like e.g. gun reloading, pick up objects etc? Just asking
I just started to play around with it and I am having some trouble.
I am using the provided prefab with the basic script attached. The trouble is when I move down hill at almost any grade it seems to want to show the action as if I’m falling. Any other direction seems to work the way it should, just forward down a hill. I have also tested your online demo and it seems i get the same results there as well. Almost as if the Air speed is pulling it straight outward while the gravity pulls it back down. I have not RTM yet but if it shows in your demo I think its a bug because on the unity terrain it looks really bad.
Edit: (Also just noticed that real time shadows shutter big time when zoomed using right mouse button. Also when the camera is slowly moving back into place after movement. it looks like z-fighting on distant objects with shadows I can understand if its a by product of your procedural camera movement but if it can adjusted so that ugliness is down to a few frames so its less noticeable)
While I have your attention I have some ideas for you to kick around.
A setting to walk up steep terrain grades, or to lower the grade allowed
Again didn’t RTM, but from playing around with the settings I think each primary action Acceleration, Jump Force, Air Speed, ect… should have its own Damping. Example: I wanted someone to get a one time super jump ability but the Jump Force modifier does not provide adequate height then I would adjust the damping. Problem is now my Acceleration is off and now I need to again find the sweet spot so the forward walking does not feel different.
Maybe for some future features you can add wall walking as in magnet boots or Spiderman type abilities, a cover system for looking around corners or over barriers or even in cover firing wildly, A full motion system that allows BF3 like hand assisted jumping over barriers or Splinter Cell like wall edge grabbing pulling your self up.
Thanks for all your feedback!
• I completely understand your issue with the controller going into ‘fall’ mode when you move down slopes. This is something I’ll definitely look into for one of the upcoming updates. >> EDIT: Slope anti-bump offset added in v1.11 <<
• I wasn’t aware of the realtime shadow issue. I’ll do some research into that.
• Regarding terrain steepness, this can be set on the unity CharacterController component that is used by the FPSPlayer. The parameters that may interest you are “Slope Limit” and “Step Offset”. See description here: http://unity3d.com/support/documentation/Components/class-CharacterController.html
My first question I think was answered right above. It has to do with sliding down steep terrain, etc… sounds like this is supported by a mix of your FPSPlayer and the CharacterController, correct?
My second question is, does this work with duel weapons of say a sword and torch - what I mean by “works with” is will they both sway if say straffing, or is this only supported on the right hand?
Hi. Not really. The first issue in “GoMakeWorlds” post above involves the character controller going into “fall” mode when walking down a slope. This is a bug and will be fixed in a couple of versions from now. One of the other things he asked about was whether it is possible to block a player from moving up a certain degree slope. This is natively supported in the Unity CharacterController component upon which my FPSController is based. If I get you right, what you suggest is adding a feature allowing the CharacterController to slide down slopes. This is quite a cool idea actually and I’ll add it to the TODO list
This is not currently supported, but as it happens I’ve been preparing support for multiple weapons/tools (i.e. akimbo modes). It won’t be in the next update but probably soon thereafter.
The next update will focus entirely on two things: 1) a better object oriented component structure, and 2) the introduction of a “shooter” component with quite advanced recoil / weapon knockback support.