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Asset Store – HQ FPS Template v1.3
HQ FPS Template
HQ FPS Template : HQ FPS Template contains a lot of High Quality FPS Features and also an arsenal of fully animated weapons and items.
READ BEFORE PURCHASING
- Considering this is a template don’t import it directly into your current project, otherwise you’ll risk losing your project settings.
- The materials of the Weapons are PBR, and use 4K texture maps.
Core Systems
- FPS Controller.
- Inventory System.
- Damage & Health System.
- Stamina System.
- Realistic Recoil System.
- Procedural Spring Based Camera and Visual Item movement.
- Standard FPS HUD. (Ammo, Weapon Stats, Damage Indicator, Crosshairs etc.)
- Interactive Objects.
- Destroyable Objects.
- Item Pickups.
- Decal System.
- Pooling System.
WEAPONS
- AKM (Assault Rifle) – 9,830 Tris
- F1 (Assault Rifle) – 9,600 Tris
- M1A (Assault Rifle) – 10,170 Tris
- MP5 (SMG) – 11,190 Tris
- Hunting Rifle (Sniper) – 8,809 Tris
- R870 (Shotgun) – 5,228 Tris
- Double Barrel Shotgun (Shotgun) – 10,154
- M1911 (Handgun) – 4,598 Tris
- Revolver (Handgun) – 12,177 Tris
- Crossbow (Special) – 10,872 Tris
- Flare Gun (Special) – 5,552 Tris
- Fire Axe (Melee Weapon) – 4,358 Tris
- Baseball Bat (Melee Weapon) – 4,548 Tris
- Combat Knife (Melee Weapon) – 4,270 Tris
- Frag Grenade (Throwable) – 4,410 Tris
- Molotov Cocktail (Throwable) – 2,651 Tris
- Flashlight (Tool) – 3,750 Tris
- Compass – (Tool) 2,254 Tris
- Syringe – (Healing Item) 1,564 Tris
ANIMATIONS
(ANIMATED IN SOFTWARE)
- Idle
- Hold/(Aim Idle)
- Draw/Equip
- Holster/Unequip
- Fire/Shoot
- Aim Fire / Aim Shoot
- Dry Fire
- Reload
- Reload Start – (For Some Weapons)
- Reload End – (For Some Weapons)
- Empty/Dry Reload
- Use – (Tools & Healing Items)
- Swings – (Melee Weapons)
- Throws – (Throwables)
(PROCEDURAL)
- General
- Sway.
- Strafe.
- Fall Impact.
States
(each state has these modules: Offset, Entry-Offset, Bob, Noise, Enter/Exit forces )
- Idle.
- Jump.
- Walk.
- Run.
- Crouch.
- Aim.
External Forces
(any component can add a force to the procedural movement system, as long as it derives from “EquipmentComponent”)
- Dry Fire.
- Change Fire Mode.
- Recoil.
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