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Asset Store – HQ FPS Template v1.3

Asset Store - HQ FPS Template 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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