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[Released] NeoFPS - A first person shooter toolkit and template

Discussion in 'Assets and Asset Store' started by YondernautsGames, Jul 31, 2019.

  1. YondernautsGames

    YondernautsGames

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    Hey jnbbender. It's not just for low-poly at all - that's just what I've used for the demos so I can focus more time on the code and features. If you have AAA quality weapons then NeoFPS can work great with them. There's a couple of people on the discord who are also adding their own animations to other gun assets, so if you are able to source/create custom animations (animation and sound design seem to be the weak points for most gun assets) then it's a great place to discuss tips and how to get the best results.

    Regarding AAA characters, that depends what you mean? NeoFPS has no restriction on the arm models, but it doesn't currently have the system for full body animation or third person views. I'm just starting on nailing down a new animation pipeline now so that I can sort demo animations to use for those (I'll be adding third person animation for future use in multiplayer, not as a third person control scheme).

    I hope that helps
     
  2. jnbbender

    jnbbender

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    Very cool, thanks. When you talk full body animation/tp views, are you referring to full body awareness?
     
  3. YondernautsGames

    YondernautsGames

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    That's one half. The other is full body animation for other player characters in multiplayer that's synced to their first person view. There's a lot of overlap in how they would be implemented though.
     
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  4. jnbbender

    jnbbender

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    When I load a number of the Demos (FeatureDemo_Parkour, DemoFacility) I get the error "NullReferenceException: Object reference not set to an instance of an object" The reference it refers to is in AmbientOcclusion.cs in the PP stack. I checked the PlayerCameraSpring and the Post Processing Layer seems to have everything setup okay. Any ideas?
     
  5. jnbbender

    jnbbender

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    Forget it. The Anti Aliasing mode is set to "No Anti-aliasing". When you set this to FXAA or anything else it works fine.
     
  6. YondernautsGames

    YondernautsGames

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    Ok, thanks for updating. I'll change that property in the next update too.

    If it happens again, the way I know to fix it is to remove the PostProcessLayer component from each of the camera objects (including on the character prefabs) and re-add it. You'd also need to set the volume blending layer property to PostProcessingVolumes. I wouldn't do a copy and paste values or paste as new, as that might well replicate the bug in the new component. Hoping for an update from them soon that fixes it.
     
  7. BioBurden

    BioBurden

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    There's nothing stopping you from switching out the weapons and animations and using your own. Same with player models. Hope that helps.
     
  8. pushingpandas

    pushingpandas

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    So what is planned for next update?!
     
  9. YondernautsGames

    YondernautsGames

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    Hey @pushingpandas. The next big update is mostly focused on usability features: quick-starts, item creation wizards, simpler project and scene setup, easier control over things like default key bindings. There will also be some smaller updates in the meantime with fixes and smaller features like individual firearm modules. Finally, the playmaker and rewired integrations are due very soon.

    I added a trello board at https://trello.neofps.com which details the in-progress features along with upcoming priorities and more detailed wish-list features
     
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  10. giraffe1

    giraffe1

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    what is the difficulty level of swapping out hand models with this asset?
     
  11. YondernautsGames

    YondernautsGames

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    Hey @giraffe1. The included demo weapons use generic rigs for the arms, so if you're talking about literally swapping the mesh, but keeping the guns and animations, then the new mesh would need to be rigged the same way. I'm working on a new weapon now which uses Unity's humanoid rigs as part of setting up a new animation pipeline.

    If instead you have your own weapons and arms with a rig and animations, then it should be simple. The weapons systems just set animator parameters to direct the animation (if an animator exists) and let Unity's animation systems handle the rest.

    I hope that helps, but otherwise you can hop on the discord and ask. There are a bunch of users there that have replaced the weapons and arms.
     
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  12. jnbbender

    jnbbender

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    I've attempted to walk through the tutorial for adding a weapon (WAY to focused on the Low Poly asset, needs to be more widely scoped). I believe I'm finished but in the Modular Firearm Details panel it states -One or more shooter modules has an error. I've added all my elements and there are no errors on any element. Has anyone encountered this?
     
  13. YondernautsGames

    YondernautsGames

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    Hey @jnbbender. That shouldn't be the case - any module errors that can trigger that should be highlighted on the module behaviours themselves. Is there any chance you could send me a screenshot of the main Modular Firearm behaviour and the modules so I can investigate further? You can post them here or reach me via support@neofps.com

    Agreed. I'm trying to get a number of item creation wizards sorted, including firearms, and then I'll do a new series of tutorials on the new workflow (the output will still be the same).
     
  14. jnbbender

    jnbbender

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    @YondernautsGames I had to make a video so you could see all the Components. If you notice the "Modular Firearm Details" underneath thhe Documentation button, it states I still have an issue.

     
  15. YondernautsGames

    YondernautsGames

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    Ah nice one, thanks @jnbbender. Sorry, I didn't pick up on you saying "One or more shooter modules". I read it as firearm modules.

    So the error is on the "Simple Ballistic Shooter" - it doesn't have a projectile prefab set. You can find an example projectile at: "Assets\NeoFPS\Samples\Shared\Prefabs\Weapons\Projectiles\Projectile_40mmGrenade.prefab"

    It seems I also missed the tag that highlights that as an error in the inspector so I'll get that sorted in the next update.

    So you are aware though, there are 2 versions of the ballistic shooter. The "Simple Ballistic Shooter" which you're using there doesn't react to accuracy changes due to sprinting, recoil, etc, and it also purely uses the muzzle's forward direction instead of the camera center. That might be what you want, but the "Ballistic Shooter" adds those things in.
     
  16. jnbbender

    jnbbender

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    Yeah, I didn't have the needed components for Ballistic Shooter. Since this is just my test ground I used Simple Ballistic Shooter.
    Thanks for helping out.
     
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  17. YondernautsGames

    YondernautsGames

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    Update v1.1.03 is out now

    New Features Highlights:
    • NeoFPS Hub replaces the welcome popup and settings wizard with a page based editor UI
      • Quick start readmes
      • Update notes tracks the installed version and shows required changes when updating the asset
      • Demo scenes browser and readmes for each demo scene
      • Improved game settings (player controlled options)
      • Improved game managers (NeoFPS and unity systems options)
      • Custom script creation wizard
      • Integrations page linking to asset store and GitHub integration repos
      • Standalone tools page describing non-hub tools and providing shortcuts to open them
    • Pattern shooters (hitscan and ballistic) shoot in a specific pattern
    • Spread ballistic shooter allows random spread (shotgun style) with ballistic projectiles
    • Advanced bullet ammo effect adds randomised damage and damage falloff over range to modular firearm bullets
    • Ricochet and penetration ammo effects that stack with existing damage effects
    • Ballistic projectile with simple drag adds a basic drag system to the standard projectiles for more interesting trajectories
    • Simplified firearm aimer and recoil modules for AI integration
    • New NeoFpsInputManager moves default bindings to a new location, and adds a new gamepad profile system
    Major Changes:
    • Updated samples to Unity 2018.4 and new prefab system
      • New variant prefabs for characters and weapons to reduce maintenance errors
      • Nested prefabs for scenes for easier changes (eg updating lights for HDRP conversion)
      • Old prefabs moved to new Samples/Legacy folder
      • Renamed prefabs and assets for more consistent naming conventions
    • All managers now moved to scriptable objects
    • Options to allow reloading while ADS
    • Gamepads are now auto-detected and use gamepad-agnostic profiles
    • Hitscan shooters now use pooled bullet trails instead of a line renderer on the gun
    Any problems, let me know via support@neofps.com or the discord server
     
  18. YondernautsGames

    YondernautsGames

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    Just released version 1.1.12 with the following changes:

    Additions:
    • New wieldable tools system (code only - no demo art included currently)
      • New wieldable type alongside firearms, thrown and melee weapons
      • Primary and secondary fire modules
      • Start, continuous (hold) and end actions
        • Animator trigger actions
        • Hold to charge action
        • Consume inventory item actions
        • Flashlight tool module (toggle action)
        • Grapple tool module
        • Heal actions (wielder or target)
        • Play audio actions
        • Shield booster actions
        • Unity event actions
      • Procedural and keyframed sprint handlers
      • Stance system
    • Grapple-swing motion graph state
    • Add force and record velocity motion graph behaviours
    • New HeadBobV2 head bob system with crosshair centering and bob strength sliders in game options
    • Character velocity based weapon sway
    • ParticleToRigidbodyShellEjector uses particle system while in view, swapping particles for rigidbodies after

    Changes:
    • Added FoV settings to graphics menus
    • Vastly improved explosion damage handling (won't stack damage on multiple colliders / damage handlers for a single character)
    • Reworked KeyBindingContext system to allow for easier addition of inputs that can share keys
    • Added support for multiple inputs on each gamepad button (eg ADS + secondary fire)
    • Improved KinematicHingeDoor 1-way behaviour (you can now add a hinge transform to either the positive or negative)
    • Added "Tilt Towards" setting to BodyTilt motion graph behaviour
    • Can now specify new pool size prior to adding new pools to scene pool info or pool manager
    • Added max speed multiplier to ricochets and penetration in SurfaceBulletPhysicsInfo
    • Improved bullet trail cleaner for projectiles that aren't removed on hit
    • Added OnTagged unity event to TargetTrackingAmmoEffect to make switching ammo effects easier on tagging a target
    • Made it easier to extend TargetTrackingAmmoEffect and add conditions to tagging objects
    • Added template descriptions to item creation wizards
    • Checked and re-exported all item templates
    • Switched prefab references in neo inspectors to use new project browser system (eg projectiles, explosions, hitscan trail)
    • Split thrown weapons into base class to remove inventory dependency from core functionality
    • Demo sticky projectile is now set up as an interactive ammo pickup (using shotgun ammo to demonstrate)
    • Item pickups now support pooling (destroy on consume now changed to "return to pool or destroy" on consume)
    • Removed inventory key from generated constants (you should now add new items via the database)
    • Removed FpsInputAxis from generated constants settings and made it harder to accidentally generate all
    • Improved lookahead on StandardShellEject to compensate for character position interpolation
    • Added new shell casing physics material for better bounce
    • More intuitive velocity and slope handling in AnimCurveDashState
    • Better interpolation handling in PhysicsBulletCasing
    • Added ADS multiplier for RotationBob on weapons
    • Made hitboxes on cameras and turrets slightly bigger
    • Nicer water surface texture
    • Demo characters now lower weapons when swimming or climbing ladders
    • Better exception handling when loading from save
    Bug Fixes:
    • Fixed camera seeker angle ranges clamping in OnValidate before input is finished
    • Prevented hammering different weapon slots from blocking ADS when ending on the original selection
    • Fixed registering NSGO save game prefabs with save system from within prefab-stage
    • Prevented gamepad settings from creating NeoFPS manager objects on run when NEOFPS_LOAD_ON_DEMAND is used
    • Prevented animator parameters resetting on disable/enable for chambered and incremental reloaders
    • Fixed broken player character wizard (incorrect stamina system setup)
    • Restored correct inventory IDs on armour prefabs
    • Dimmed the stylised projectile trail to prevent blinding people
    • Teleporting NeoCharacterController now resets interpolation properly to prevent crazy skipping effect
    • Fixed potential out of range bug on pattern editor for pattern shooters
    • Fixed gizmo error with character prefab open in prefab stage while in play mode
    • Fixed aimer gizmo not matching aim offset transform
    • Fixed LaserPointerAimerSwitch causing error on load from save when not on active weapon
    • Fixed ModularFirearmModeSwitcher not connecting after load from save if weapon was never selected
     
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  19. YondernautsGames

    YondernautsGames

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    NeoFPS is currently 50% off in the Unity Summer Smash Hits Sale!
    Last Chance - July 27th - August 9th.

    Grab it here!
     
    Last edited: Jul 28, 2021
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  20. OZAV

    OZAV

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    ... and, hello, dev, what are the community news for 29-08-2021, please ?
     
  21. adrog6666

    adrog6666

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    HI.
    Dumb Question, but how do I change the size on player, no matter how small I make it it won't fit through my door ways, and the player can't get close to tables or benches etc, also without making the hit detection to small so it doesn't effect hits from Ai's
    So basically I want to make the player collision smaller without effecting the Ai's hit collider, I think?
    thanks

    Edit- think o worked it out, all good...
     
    Last edited: Sep 22, 2021
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