Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

animated fps weapons

Discussion in 'Assets and Asset Store' started by Mister-D, May 28, 2015.

  1. llJIMBOBll

    llJIMBOBll

    Joined:
    Aug 23, 2014
    Posts:
    578
    Not sure if this helps but, If you wanna use the first person animations with different weapon models than you can do this, like for e.g... swap the m4 weapon model for another weapon model and use the player arms with animations. All I done was to child the new part to the original and disable the original weapon renderer, or remove the components all together but keep the empty gameobject as the animation uses it, and your new childed weapon part will follow the animation accordingly. Some weapons like the bow you might find difficulty as it uses skinned mesh renderer but you could find a way around.
    Obviously you wanna get a model close to the original so the animations line up.
     
  2. Dreamer

    Dreamer

    Joined:
    Mar 8, 2011
    Posts:
    67
    Can you list down the names for each weapon. Some are difficult to identify.
    It's very unprofessional to just name the weapon "smg", "pistol 2,3" . We may think are these models extracted from other FPS game and you have no clue what's the name of it?
    Names please
     
  3. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    here are the names of the ones that exist

    p226
    jackhammer
    fn mag
    desert eagle .50
    glock 17
    kriss vector
    DT SRS
    magpul pdr
    czw 127
    striker shotgun
    B&T p26

    names are simplified to avoid copyright issues
    u cannot use the real names in a asset store pack, or it will be declined
     
    llJIMBOBll and hopeful like this.
  4. Reiner

    Reiner

    Joined:
    Dec 2, 2012
    Posts:
    214
    Haha
    Haha :p for ogrinal names you must pay license money like ak47 :p or magnum
     
    Mister-D likes this.
  5. Dreamer

    Dreamer

    Joined:
    Mar 8, 2011
    Posts:
    67
    1. There are many assets on asset store that use real names. You could simply do a serach.
    2. Does it mean the rest of weapons doesn't exist in reality at all?
    3. Let's say we use your weapons in game, because it's not licenced, and we can't use real names?
     
  6. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    yes other guns were designed by me
    i dont think u can use real names in your game
     
  7. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    someone asked how to add bullet trail so ive added it to the pack
    nothing fancy but looks ok ;)
    ive also replaced particles with standard unity ones
    ill submit this version today
     
  8. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    update is accepted
    please download for unity2017.2 if u want the changes, unity 5 versions are unchanged
     
    Last edited: Dec 19, 2017
  9. wwg

    wwg

    Joined:
    Apr 2, 2014
    Posts:
    130
    Are the bullet trails optional?
     
  10. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    no
    its coded into the weaponscripts and the raycastfire script(3lines of code)
     
  11. b4c5p4c3

    b4c5p4c3

    Joined:
    Jan 4, 2013
    Posts:
    537
    The only thing i miss in this asset is the melee attack animations when being armed. I noticed you are making those availables in your new assets (wich is pretty nice).

    Do you think it's possible to add those animations to these asset?? It's a shame because it's an animation that cannot be missed in a FPS game.

    I know you put a lot of work into this asset but i don't mind to pay an extra as an upgrade.

    On the other hand i have seen your new SCIFI Weapons and i'm pretty impressed. Will you add more weapons and icrease the price as you add more or there will be only those 5 ??

    Keep the good work
     
  12. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    hi
    im not planning on updating this pack anymore, unless to fix bugs in demoscene when unity releases new editor version
    and yes scifiweapons will get updates ;)
     
  13. b4c5p4c3

    b4c5p4c3

    Joined:
    Jan 4, 2013
    Posts:
    537
    Too bad :( because this is, in my knowledge, the only asset in the store that can be used to make a multiplayer FPS game, because it's the only one that have matching full body models with animations.

    Right now my approach is to hide the current weapon and use the fist animations but it doesn't look too good.
     
  14. AnthonyKim499

    AnthonyKim499

    Joined:
    Feb 17, 2017
    Posts:
    2
    I want to knwo that real name about CQ 16 & Blaster ~
    Plz reply~
     
  15. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    they dont exist
    designed by me ;)
    the blaster was roughly based on a aa12 shotgun
     
  16. AnthonyKim499

    AnthonyKim499

    Joined:
    Feb 17, 2017
    Posts:
    2
    Oh i see Thank u for reply ~ ^^
     
  17. wwg

    wwg

    Joined:
    Apr 2, 2014
    Posts:
    130
    Scope Performance:
    I setup a scope using the included scoperender, a render texture on the lens, and another camera. I think my setup is almost identical to the scope in the demo scene. It works great, but the frame rate drops about 70-80 frames when the scope camera is enabled. That seems like a really big loss of fps. Note: far clipping plane is only 1000.

    Any tips/tricks for better scope performance?

    Thanks!
     
    Last edited: Nov 9, 2017
  18. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    can u post a screenshot of your camera settings? framerate should not drop like that
     
  19. wwg

    wwg

    Joined:
    Apr 2, 2014
    Posts:
    130
    scope_fps_drop1.png
    When I disable this camera, the FPS increases to about 185.
     
  20. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    should work fine like that. do u get any warnings or errors?
    maybe your rendertex is set really large? i use 256*256 size and use a unlit material
     
  21. wwg

    wwg

    Joined:
    Apr 2, 2014
    Posts:
    130
    I'm using the "scoperendertex" that comes with the FPS Weapons pack and it's set to 256x256. No errors.

    As a test, I used the prefab from the demo scene and saw roughly the same drop in FPS. I'm not sure why the drop is so high, but it's certainly not caused by FPS Weapons.

    @Mister-D Thanks for the great asset and support!
     
    Last edited: Nov 9, 2017
  22. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    its strange cause i dont get that framedrop. sorry i cant be of a bigger help
     
  23. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    made a bare skin version for the arms
    looks a bit weird cause the topology was for gloves but its the best i can do to add bare skinversion of the arms without reanimating everything
    skinpreview.png
    download the skintexture set here
     
    llJIMBOBll and wwg like this.
  24. MaliceA4Thought

    MaliceA4Thought

    Joined:
    Feb 25, 2011
    Posts:
    406
    ok this is really wierd...

    I put the package into a new project and loaded up corridors...

    Everything worked great and looked awesome until I tried to throw a grenade.

    Using G is fine and animations work, but the grenade only goes one way, so if you are not facing that way it either goes to the side or behind you. (same with Molotov)

    Am using latest package on unity 2017

    Any ideas?

    M
     
  25. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    ah yes unity changed the physics system in 2017.2
    this will also happen with the instantiated bulletshells
    u can fix this by adding "yield return null" before adding force to the physics
    im hoping they fix this in 2017.3
    if not ill adjust the scripts and upload again
     
  26. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    or use unity 2017.1
     
  27. MaliceA4Thought

    MaliceA4Thought

    Joined:
    Feb 25, 2011
    Posts:
    406
    ahhh okies thank you :) . Can I get a pointer to where you do the physics please?

    Another quick question if I may please...

    Are the arms in the scifi set compatable with the fps set.. ie if I bought both sets, could I use one set of arms and combine weapons?

    Regards

    M
     
    Last edited: Nov 14, 2017
    Mister-D likes this.
  28. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    arms are not interchangeable
    physics are applied in shooter scripts in "ejectshell" function
    grenade in grenadethrow script in throwprojectile function
    add yield return null before the addrelative force call
     
  29. MaliceA4Thought

    MaliceA4Thought

    Joined:
    Feb 25, 2011
    Posts:
    406
    Awesome thanks.. will set about that tomorrow :)

    M
     
  30. witcher101

    witcher101

    Joined:
    Sep 9, 2015
    Posts:
    516
    Is your assest gona be on sale on blackfriday??
     
  31. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    yes 50% off
     
    ocimpean likes this.
  32. witcher101

    witcher101

    Joined:
    Sep 9, 2015
    Posts:
    516
    sweet wanted to buy this for a long time
     
    Mister-D likes this.
  33. witcher101

    witcher101

    Joined:
    Sep 9, 2015
    Posts:
    516
    Bought this.Great asset but this doesnt have a bare naked arms, which limits our ability to customize arms.
     
  34. Hammod

    Hammod

    Joined:
    Oct 1, 2014
    Posts:
    5
    Hi, The particles coming from the flamethrower are strange ,basically there are separated fire balls and blue particles, it desn't look like real fire as the video, I am using Unity 2017.1.0, and the Player is WebGL. How to make it work ?

    Edit: I tried also with Mac Player, the same issue, it doesn't look like the flamer in the video.
     
    Last edited: Dec 12, 2017
  35. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    the particles were changed in the latest update. siince i was using unity particle pack this wasnt allowed.
    if u want the particles from previous version u will need to download them from asset store link
     
    Hammod likes this.
  36. somosky

    somosky

    Joined:
    Feb 15, 2014
    Posts:
    138
    I'm writing my own WeaponSelector script (I like yours but it's just not what I need) I'm running into a issue where if I call doRetract on a weapon when I am reloading and switch back to the weapon with doNormal it is stuck frozen in the reload animation. Any idea why this happens or what can be done about it?
     
  37. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    try setting the bool "isreloading" to false in the onstart function.
     
  38. somosky

    somosky

    Joined:
    Feb 15, 2014
    Posts:
    138
    Any chance of adding Multiplayer to this?
     
  39. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    i cannot code well enough to add that to the pack
     
  40. iGAMONIC

    iGAMONIC

    Joined:
    Oct 27, 2017
    Posts:
    16
    i have downloaded it in Unity 5.6.2 & open in it (5.6.2) also imported and opened into Unity 5.5.3 & Unity 2017.3.0. The scene 'corridors' not opening successfully. Unity Crashed on opening this scene. anyone has the solution?? i'm attaching the log file:

    Unity Editor [version: Unity 5.6.2f1_a2913c821e27]



    d3d11.dll caused an Access Violation (0xc0000005)

    in module d3d11.dll at 0033:43ef1464.



    Error occurred at 2018-01-09_215518.

    E:\Unity 5.6.2f1\Unity\Editor\Unity.exe, run by ---PC User Name--

    68% memory in use.

    8129 MB physical memory [2545 MB free].

    10305 MB paging file [3458 MB free].

    134217728 MB user address space [134213316 MB free].

    Read from location 00000109 caused an access violation.
     
  41. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    looks like a editor problem, never had this before. unity has some compatibilty issues between different versions
    anyone here encountered this before?
     
  42. somosky

    somosky

    Joined:
    Feb 15, 2014
    Posts:
    138
    On the player rotate script there is a option for controlling the sensitvity of the X Axis but doesn't seem to be anyway to control the speed of the rotation on the Y Axis. So I end up having a normal speed on the X Axis but a much faster rotation speed on the Y Axis. Is there anyway to control the speed of the Y Axis aiming?
     
  43. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    adjust the "aimsens" and "normalsens" on the "camerarotate" and "playerrotate" scripts for sensitivity(speed)
     
  44. somosky

    somosky

    Joined:
    Feb 15, 2014
    Posts:
    138

    Thanks worked perfectly. Also both of those scripts are only set up to work with keyboard and mouse not gamepad.
    You may want to change the scripts to read

    if(input.getbutton("Aim") || if(getaixs("Aim") > .7)

    without this the aim speed never happens with the gamepad. It doesn't have to be .7 that's just what I used.

    Thanks.
     
    Last edited: Jan 15, 2018
    Mister-D likes this.
  45. JC_LEON

    JC_LEON

    Joined:
    May 20, 2014
    Posts:
    518
    is there any hope to have bare hands in future updates?? i really want to purchase this pack form a very long time but the missing bare hands made me to didnt purchase it until now..
     
  46. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    did u see my post above?
    thats the best i can do for bare skin hands, without redoing everything wich i wont do, sorry.
     
  47. JC_LEON

    JC_LEON

    Joined:
    May 20, 2014
    Posts:
    518
    sincerlyi didnt see the post you are referring to..what do you talking about?

    edit
    got it--

    model is fine maybe it could accomplish my needs ..i tihnk 'll purachse the pack this weekend,,,
     
    Last edited: Apr 27, 2018
  48. Mister-D

    Mister-D

    Joined:
    Dec 6, 2011
    Posts:
    1,694
    the model looks not perfect with the bare skin texture but it might do the trick.
    tip! wait for the may sale event to purchase ;)
     
  49. JC_LEON

    JC_LEON

    Joined:
    May 20, 2014
    Posts:
    518
    ah.. many thanks for the tip ..aI'll wait some days for may sales
    many thanks again..
     
  50. witcher101

    witcher101

    Joined:
    Sep 9, 2015
    Posts:
    516
    When is the may sale starting. Is your other weapon packs going on sale??