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Low Poly Fps Pack 3.2 - Everything You Need To Get Your Low Poly Fps Project Started!

Discussion in 'Assets and Asset Store' started by da_st, Feb 3, 2016.

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Version 1.7 will include animated arms, should I keep the current example prefabs or remove them?

Poll closed Nov 19, 2016.
  1. Keep them (in a folder called "old prefabs")

    15 vote(s)
    83.3%
  2. Remove them

    2 vote(s)
    11.1%
  3. Whatever

    1 vote(s)
    5.6%
  1. JacobFast

    JacobFast

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    Also could you please explain how you made existing animation.
     
  2. digiross

    digiross

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    I'm now a proud owner of Low Poly FPS pack! :cool:
     
    da_st likes this.
  3. da_st

    da_st

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    Oh though you were talking about the arm prefabs, yes in some of the demo scenes the player is stationary, that is a design choice I made because the level wasn't large enough to walk around in :oops: If you want to move around you could uncheck isKinematic, or simply drag and drop an arm prefab from the example prefabs folder.

    Also like I mentioned before please read the "how to use" pdf file, it contains all the information you need to get started and to understand the asset! :)
     
  4. Bejelit79

    Bejelit79

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    Dec 18, 2015
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    I would like to buy this asset, I wanted to ask, but does it have touch controls to create a mobile game? or should I implement them myself? thanks
     
  5. da_st

    da_st

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    Hey, there are no mobile controls included with the asset unfortunately!
     
  6. Extrapolated

    Extrapolated

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    Hi David, do you have a roadmap somewhere? What we can expect in next releases and somewhat of a timeline for that?
     
  7. da_st

    da_st

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    Hey, there is currently no roadmap available, not sure if I have mentioned it before but I am studying full time at university, so it might be a bit stressful for me to keep deadlines for updates, for now I prefer to work on updates in my own pace ;)
     
  8. Shock-Wav3

    Shock-Wav3

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    Jun 28, 2015
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    Can any one provide the real name of all the weapons available in this pack (such as AK47 or M4A1),
    I'm not quite sure about some of the weapon's names.
    THANKS!
     
  9. da_st

    da_st

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    Here you go:
    • Assault_Rifle_01 - AK-47
    • Assault_Rifle_02 - M4A1
    • Assault_Rifle_03 - FN SCAR
    • Grenade_Launcher - ASG GL-06
    • Handgun_01 - Glock 17
    • Handgun_02 - Beretta M9
    • Handgun_03 - BUL M-5
    • Handgun_04 - HK P30
    • Rocket_Launcher_01 - RPG-7
    • Shotgun_01 - Benelli M3 Super-90
    • SMG_01 - Kriss Vector
    • SMG_02 - Agram 2000
    • SMG_03 - UZI
    • SMG_04 - FN P90
    • SMG_05 - HK MP5
    • Sniper_01 - M24 SWS
    • Sniper_02 - Barrett M82
    • Sniper_03 - Dragunov
     
    noobynobody likes this.
  10. Extrapolated

    Extrapolated

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    Understandable, I didn't know that.
     
  11. TokyoWarfareProject

    TokyoWarfareProject

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  12. Idomama

    Idomama

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    What's the best way to replace a weapon player while playing?
    I would love if you made one player with all weapons and the option to change weapons.
     
  13. JMyerscough

    JMyerscough

    Joined:
    Jul 12, 2012
    Posts:
    110
    Will there ever be the option to replace the arms with our own? As well as use our own weapons with the animations?

    Also, will you be adding the rest of the weapon animations to the third person character?
     
    Last edited: Nov 11, 2019
  14. TokyoWarfareProject

    TokyoWarfareProject

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    I did a super raw test with your free sample

    I've to leave will comment later
     
  15. TokyoWarfareProject

    TokyoWarfareProject

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    I've to say the fps controller seems quite good, proper diagonal speed and no much artifacts. Some physics splosions as seen on video when getting close to tanks (not sure if its because of collider penetrations), the falling feels totally dragged, I guess rb has a high drag value. But overall felt fine, I've not checked if movement is framerate independent, I would spect so.

    Checking the full asset, I've to say it seems very complete, with many weapon types, the animations are very very good, super fluent.
    I miss some of the animation lost from other versions such as the one with the shield, that is super cool. Hope you can bring some stuff back to life, may be you could include in a zip older versions.

    Checking your YT channel I see the TPS to feature animations that are not prerssent in the current package. Such crouch or lean, hope theese are added.

    I understant atm theese are totally indpendent prefabs and there is no transition between TPS and FPS, right?

    Are the TPS hand animations the FPS ones?, like applied with a masc? or that would be a bad idea, I'm thinking on MP or AI, may be to correlate actions on FPS to TPS.

    In regards to FPS controller, that other asset related to yours, that extends it, really nails the needed features, may be you could buy the asset itself and integrate into your code as theese are pretty much, must features. Yet the price is low enough to get it is more on the convenience side of having it all integrated.

    I can see myself getting the asset soon, not that I need it in the short therm tho.

    Please keep the package "clean" in terms of not building a complete template, like template it as much to the point you can feature all your stuff but not too tight so we can unbind and integrate in our projects.

    Edit: forgot about a thing, the shadow of the player in FPS is just the arms. Do you've any idea how games handle to make the FPS shadow be full body without the full body mesh interfere with camera?, like its a non visible body that cast shadows.
     
  16. TokyoWarfareProject

    TokyoWarfareProject

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    Continuing.

    As for TPS may be anims are not that much necessary as it is easyer to get anims.

    May be I would ask for some extra FPS animations, like vertical ladder climb, lader descend (slip), after big jump hands anim like left hand touch ground, take some tablet and push (like for ask for air support) or like on arm console push some button, heal action, like take some pils or put bandage, gun free hands anim, like for run, open door or kick door... stuff like that, that completes what is more unique of the asset which are tha nimations and where your skills really stand out.
    May be you could add theese without adding to the animation controller, and let people config the controller as they need.

    May be a tutorial to swap gun models, for same model but different mesh. I know are rigged, yet I still believe that if its same weapon and is rigged in a similar fashion it should work.
    Also if weapon is similar I think with an IK retarget anims could be reused.

    Keep up the good work!

    edit: love toon explosions and muzzlefires
     
    Last edited: Nov 13, 2019
  17. Idomama

    Idomama

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    I did not understand how to lower power to the enemy during a grenade blast. How do I know the grenade hit. Can anyone help me with what code to write down and where?
     
  18. TokyoWarfareProject

    TokyoWarfareProject

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    I think you would benefit from going trough basic unity tutorials first.

    Yest. what you coudl consider is doing an spherecast. And check what objects fall withing. for instance you detect an object and you navigate to its root like transform.root and in the root you check if any specific script is present like "enemy_id.cs" or whatever script you add only to enemies or kill-able things. If it has the script then you call whatever script you handle damage with.

    https://docs.unity3d.com/ScriptReference/Physics.SphereCast.html
     
  19. plavalaguna

    plavalaguna

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    Sep 24, 2018
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    Hello. Is it possible to set custom weapon model? Im trying to integrate Polygon si-fi pack.
     
  20. somosky

    somosky

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    Feb 15, 2014
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    Hey I noticed that this asset used to have a more low poly look to it I think it was version 2. I'd like to use that version of the asset do you still have that available?
     
  21. Kiragan

    Kiragan

    Joined:
    Jan 8, 2016
    Posts:
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    Hi David, im going to buy this asset, but im confused with one of the comments on the asset store, about adding new weapons. I would like to know if i could use weapons from Synty Studios packs, such as https://assetstore.unity.com/packages/3d/environments/urban/polygon-apocalypse-pack-154193

    Im talking about weapons same as in your asset, like change riffles / pistols, not about machineguns, only similar type of weapons.

    How difficult it would be?
     
  22. p_hergott

    p_hergott

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    May 7, 2018
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    Run a full 3d model. On a layer not seen by camera. But cast shadows. And vice versa for the arms
     
    TokyoWarfareProject likes this.
  23. p_hergott

    p_hergott

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    Go on sale
     
  24. TokyoWarfareProject

    TokyoWarfareProject

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    I thought object not seen by camera would not cast shadows but if that is the case then great
     
  25. lolclol

    lolclol

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    was wondering if any enemy AI integration is possible with this package ?
     
  26. p_hergott

    p_hergott

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    Its really just the animations, it has a basic controller. The weapons don't do any “damage” per say. But animations, with sound, and animator controllers are done, its really not hard from there to create whatever you need from there.
    So it technically works will all ai solutions?