Moved weapon effect vars and functions from WeaponBehavior.cs to new WeaponEffects.cs script. New WeaponEffects.cs script defines weapon impact effects, impact marks, and weapon impact sound effects per surface type. New Footsteps.cs script defines different footstep sounds and landing sounds per surface type. This value is subtracted from the main camera FOV to control the perspective of weapon models. This prevents rare occurrences of the weapon and camera becoming misaligned.Īdded muzzleLightDelay to WeaponBehavior.cs to define delay before muzzle light begins fading.Īdded muzzleLightReduction to WeaponBehavior.cs to define speed of muzzle light fading.Ĭhanged name of "childNum" var in PlayerWeapons.cs to "currentWeapon" for clarity.Īdded defaultFov var to Ironsights.cs to allow the default camera FOV to be customized.Īdded sprintFov var to Ironsights.cs to allow the camera FOV while sprinting to be customized.Īdded weaponCamFovDiff var to Ironsights.cs to allow the weapon camera FOV to be customized. Unhid the mouse cursor when paused (or timescale = 0).Īdded collider sweep in front of player to allow better jumping over stationary obstacles.įixed sights not rising if sprint is cancelled, but sprint and forward buttons are still held.Īdded an extra check to make animated camera angle values return to zero when not playing animations. Made weapon sprinting animation return to center sooner after player starts falling. Here are the changes in the new version:
#Realistic fps prefab walk sway free#
Weapon effects like bullet impacts, smoke, tracers, and ejecting casings with simple variables to control size, velocity, and ejection delay of shells.Įase of use through extensive documentation and commented code, simple drag and drop functionality of game objects into scenes, compatibility with version 3.5 and higher of Unity free and professional, and customization variables accessible from the inspector.Realistic FPS Prefab - Dev Build Web Player Item pickups to place in your scene for ammo, health, and weapons that can either be static or moveable (and throwable) rigidbodies. Weapon behavior customization allows switchable auto and semi auto modes, shotguns, scoped weapons, accuracy handling, single shell reloading, and melee weapons by modifying the variables of one script instance from the editor – no additional scripting required to make a new weapon. Fully configurable sine bobbing based on player movement states is also supported.
![realistic fps prefab walk sway realistic fps prefab walk sway](https://i.ytimg.com/vi/DvQDiYO5dYs/maxresdefault.jpg)
Player health management with damage from falling, enemy fire, and elevators is also included.Īdvanced weapon positioning using sine bobs, iron sights, weapon sway, position changes based on player movement state, and animation for actions like reloading and readying weapons.Ĭamera movement effects such as weapon fire, landing, and pain kicks, as well as camera view animation to accompany weapon actions like reloading. Player state handling for sprinting, crouching, and jumping movement states with seamless transitions, easily configurable speeds, and air manipulation. Pick up and throw objects, ride elevators and horizontal platforms, create physics puzzles, and climb ladders. What features does the Realistic FPS Prefab offer?įull physics interaction with a rigidbody character controller that has mass in the game world.