NeoFPS: FPS Controller, Template & Toolkit

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NeoFPS: FPS Controller, Template & Toolkit v1.1.16 (Latest version)

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NeoFPS: FPS Controller, Template & Toolkit v1.1.14

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NeoFPS is an FPS toolkit and template designed to give you complete control over the feel of your FPS game. It includes powerful and flexible tools to craft movement, firearms, interaction and more.

The power to create the first person shooter of your dreams at your fingertips. NeoFPS was developed with the core goals of flexibility, extensibility and control. It enables you to precisely meet your FPS design goals or experiment with new ideas.

You design worlds. NeoFPS puts players in them.

Please check the “Render Pipeline Compatibility” section for details on URP and HDRP.

Official Website • Playable Demo • Documentation • Tutorials • Integrations

Roadmap • Trello • Support • Forum Thread • Discord

The core of NeoFPS is a powerful motion graph system for modelling first person movement, sitting on top of a custom kinematic character controller. Combined with a powerful camera setup and modular firearm system, NeoFPS can build impressive FPS mechanics out of the box.

Flexible & Powerful Motion Graph

Craft complex FPS movement in an intuitive editor
Parkour features and demo with wall running, crouch slides, mantling
Swimming, including moving water and wading
Attach behaviours to motion graph states for a wide variety of effects
Graph properties allow communication between the motion graph and scripts
A wide variety of conditions
Add your own states, behaviours and conditions to extend the graph’s functionality
Input system independent
Swappable data sources and types (speed, jump height, etc)

Modular Firearms

Interchangeable components (trigger, shooter, reloader, aimer, etc)
Components can be swapped at runtime
Interacts with animation system
Flexible accuracy and recoil system
Weapon and weapon mode specific crosshairs
Shared ammo
Render texture, stencil and HUD based scopes
Holographic and red-dot sights with projection reticules
Laser pointers and flashlights
Guided projectiles with a range of targeting systems

Full Save System

Quick-saves, auto-saves, manual hard saves
Full game state down to bullets in flight
Persist data like health and inventory across scene changes
Screenshots on save
Save browser in game
Custom binary serializer
Save file inspector
Fully customisable – save as much or as little as you want
Seamless in-game saves
Overrides for different save modes

Custom Kinematic Character Controller

Collide and slide approach to collision response
Supports complex moving platforms, with multiple examples
Custom gravity strength and direction
Custom up direction, or driven by gravity
Slope, step and ledge awareness
Friction and speed modifiers
Smooth crouch jumping and height change
Rigidbody pushing and collision response
Push other characters
Curve based slope speed modifiers

Powerful Camera Setup

Layered additive effects such as bob, recoil, knock
Field of view modifiers with turn rate scaling
Field of view “pulses” for acceleration and impact effects
Yaw and pitch constraints for situations such as ladders or turrets
Optional mouse smoothing and acceleration
Powerful camera shake system, with one-shot and continuous shakes

Melee & Thrown Weapons

Hand grenade and baton examples
Thrown items can inherit character velocity
Strong and weak throws

Customisable Inventories

Multiple styles emulating popular first person shooters (Doom, Half-Life 2, Halo)
Quick-slots
Quick switching with previous weapon
Contact and interactive pickups
Stacked objects such as ammo and grenades
Loadout assets
Easily extendable inventory database system

Detailed Damage System

Location based damage and critical hits
Friendly fire
Damage layers and filters
Physics based and impact based damage
Pushback (eg. shotguns or explosions)
Bullet hit feedback
Health manager
Recharging health
Shields and armour
Healing and damage zones

Expandable Scene Interaction

Instant use or hold to use
Interaction events accessible in the inspector
Highlighting and aim-over
HUD tooltips
Multiple door types
Locked doors, with lockpicking mini-game
Inventory based keyring
Keypad UI based locks

NeoFPS Editor Hub

Centralised hub for getting started in and working with NeoFPS
Unity settings wizard
Quick-start guides with object highlighting and links to docs
Demo scene browser and guides
Control NeoFPS settings and managers from one location
Item creation wizards
Integrations lists and links

Game Settings & Remappable Input

Primary and secondary keys
Gamepad profiles
Text files for player editing
Example in-game menus
Access screen resolution settings from in-game

Event Based HUD

Menus & popups (info, alerts)
Firearm info (ammo, magazine, fire mode)
Health and damage
Reactive crosshairs
Hit and critical hit markers
Inventory quick-slots

Demo Scenes & Assets

Firing range
Feature demos
Work in progress “Facility” demo scene
Jetpacks and guided missiles demo
Animated weapon models
Custom recorded and edited sound effects
Demo menu system

Third-Party Asset Integrations

Emerald AI
Rayfire
Highlight Plus
Compass Navigator Pro
More in development on GitHub
See the integration demos in the Playable Demo

Extensible

Scripting Reference
Embraces Unity’s component based design approach
Use as much or as little of NeoFPS’ features as required
Uses interfaces to minimise dependencies and allow custom implementations

Dependencies

NeoFPS uses the Unity Post Processing package, installed from the package manager. This will be handled automatically on adding NeoFPS to your project.

Latest Release

For release notes see Releases.

For an overview of upcoming features, see the Roadmap.

For a more detailed breakdown, visit the Trello.

 

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