Publisher | Intuitive Gaming Solutions |
---|---|
File size | 288.35MB |
Number of files | 392 |
Latest version | 1.1.9 |
Latest release date | 2024-02-09 04:08:33 |
First release date | 2022-07-25 12:39:13 |
Supported Unity versions | 2018.4.2 or higher |
Tired of plain-old prefab-firing guns? Want to simulate more bullets without the huge hit on performance? We've got you covered! Damage System provides you with a AAA quality gun and bullet management system that effectively simulates large quantities of bullets with minimal overhead.
New input system? Old input system? Custom input system? This asset supports them all!
Bullet drop? Damage System gets it done! Setup ScriptableObjects that define an ammo type where you specify the mass, coefficient of drag, and cross-section for your ammo (or use the default values), and the BulletManager will take care of the rest!
Bullet pass-throughs? Want bullets to pass through a Collider in your scene? No problem! Simply slap on a BulletPassThrough component, specify the density of the object, and let the BulletManager take care of the rest. The BulletManager will calculate the approximate time the bullet spends in the volume before allowing the bullet to pass through the other side with the appropriate amount of drag applied to it.
Pistols, Shotguns, Rifles, Grenades, Melee Weapons? This package comes with them all. With completely functional demos included users can easily use a mix of the provided documentation and the complete examples to create their own weapons of any kind. The package comes with a Gun, MeleeWeapon, and ProjectileWeapon components that allow you to make any kind of weapon without writing even a single line of code.
Configurable reload modes. Set your gun to reload magazine style (all at once), toggle reload interruptability, and/or configure it so you add bullets over time.
Impact effects? The asset provides you with a variety of ways to override impacts effects from bullets and collision damage. Impact effects can be overriden based on what was hit, the weapon used, the material of what was hit, and more. The following list shows the order of importance for bullet hit effects where the top settings are overriden by the bottom:
- BulletHitFX on BulletManager
- ->BulletHitFX on Gun, ProjectileGun, or MeleeWeapon
- -->BulletHitFXOverride on hit Collider (or Collider's parent)
FPS? Top-down? Side-scroller? This asset doesn't care, it works with almost any kind of game you could think of. The Gun and ProjectileWeapon components provide a variety of default settings for each game type and if somehow none of them work for you they provide a powerful AttackDirectionSelector component that can be overridden to allow you to specify how weapons of any kind should be aimed in your game. See the CursorAttackDirectionSelector component provided in the 'Demo' folder as a reference, or feel free to use it in your game.
Gibbing? This component comes with an advanced gib system that lets you shoot or hit the limbs off of whatever you want. The system provides a "Limb Setup Wizard" that will help you automatically configure gibs. The limb wizard is so powerful even the CapsuleMan provided in the demo has its gib-related components set up in just a few clicks! The "Limb Setup Wizard" will look for Gibbable components and automatically add KillableObject components and TakeDamageRepeater components where they are needed linking all necessary editor events automatically. See the included documentation and demo videos for details.
Don't feel like making a damage system? You don't need to, it's already done. This package comes with a fully-featured damage system with components to make any GameObject killable, pass damage from one KillableObject to KillableObject, scale or override damage, and more.
Love Unity Editor Events? We do too. This asset provides events for everything, both UnityEvent style and relevant C# delegate event style where parameters may be modified. Like all of our assets 'Damage System' is extremely coder-friendly.
Why waste your time? implementing guns, gibs & damage yourself when you can get this complete solution for as little as many people earn in 1 hour of work.
Well documented. comes with a variety of demos, hand-written documentation, and a generated API reference.
Highly customizable. No matter what kind of game or weapons you want to create Damage System has you covered. You can modify the system through the many existing settings or even override the existing components to take your customization to the next level!
Constantly improving. The asset, documentation, and demos are great but we know they can always be better. We constantly work to improve all of these things in our assets and rely heavily on community feedback to decide where to focus our efforts. Please do not hesitate to email us with suggestions on ways we can improve the asset or the provided demos, even suggest a demo you want to see added.
And more! This asset also comes with a variety of useful damage-related components to help make your game better.
FAQ
Q: How can I upgrade to Unity's new input system?
- This will take care of itself however you may want to upgrade the provided demos.
- To upgrade the provided demos to the new Unity "Input System" once you've upgraded your project to include Unity's "Input System" package simply double click 'Package_NewInputSystem.unitypackage' and import it, this will overwrite relevant demo prefabs with versions that use the InputSystemWeaponInputGatherer.
Q: Does this asset include scopes or iron sights?
- Scopes and iron sights are beyond the scope of this asset which is made to handle weapons, gibs, and bullet simulations.
- You can easily implement this yourself by using the provided events (like SecondaryFired) and a separate component or overriding the Gun component and implementing virtual callbacks such as Gun.OnSecondaryFired.
- We plan on releasing iron sight and scope demos in the future, however, they will never be built-in to the asset since we do not want to pigeonhole the asset into a specific genre.
Other Assets:
Game Movement - A fully-featured, modular movement system for almost any kind of game.
Editor Physics Simulator - Simulate and record physics in the editor.
Editor Animation Freezer - Freeze Animators at a specific frame in an animation.
Console Commands & UI - Console commands & UI panels for Unity.
Documentation:
Third Party Content:
- Only the "Demo" folder contains third party content, see "Third-Party Notices.txt" for details.
- All sounds included are from freesound.org and licensed under the "Creative Commons 1.0" license.
*Do not hesitate to email questions, concerns, suggestions, or comments to [email protected]*