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⚡ PROCEDURAL TACTICAL FPS BONES

Let’s be real. Animating reloads, tweaking Inverse Kinematics, and building weapon state machines for every single gun in your game is a nightmare. You are an indie dev, not a AAA animation studio. You want to build a tactical shooter, but you end up spending weeks just trying to make a gun shoot straight without breaking your arm model. 

I got sick of it. So I wrote this.

Its %100 customizable with readable codes. you can add ANY GUN MODEL  AND GET IT SHOOTING IN 5 MINUTES.

This is not a bloated template filled with useless UI canvases and spaghetti player controllers. This is a pure, math-driven Procedural Weapon Infrastructure. This framework is one of the most customizable frameworks ever made. Also i have my own character controller in the project which you are %100 free to use in your game projects. And we are making our own gun models at the same time. in the project there is available gun models that you can use. and we are planning to add even more.

🔥 Why You Need This

You drop your weapon mesh into the scene, define your grip points, and the code does the heavy lifting. No keyframed animations required. 

  • Zero-Animation Gunplay: You dont have to create animations for guns to work with this project. everything is procedurally generated when it comes to gun movement.
  • Hardcore Mechanics Built-In: The Gun.cs core handles random weapon jams and separate tactical vs. empty reload states. It also simulates procedural bolt-action slider physics using spring and damper mathematical forces. 
  • Custom Recoil Patterns & Spread: Define your exact recoil paths using Vector2 pattern arrays. It features customizable camera kick, dynamic spread recovery, and procedural weapon sway driven by mouse movement inertia.
  • Frictionless Swapping: An event-driven GunManager.cs handles your weapon inventory smoothly. It broadcasts weapon change events, listens for alpha-key inputs, and manages smooth holster and draw animations via customizable Animation Curves.
  • Wall Collision & ADS: Dynamic sphere-casts push your weapon back when standing too close to geometry. Aim-Down-Sights (ADS) seamlessly offsets your weapon position while altering your sway and recoil recovery multipliers.


Setup is simple:

  1. Import the package.
  2. Slap the Gun.cs component on your weapon mesh.
  3. Assign your grip points, magazine transforms, and recoil arrays in the Inspector.
  4. Hit play.

Stop wasting time on animation states. Let the math handle your gunplay.

Tutorial: 


Published 1 day ago
StatusReleased
CategoryAssets
AuthorBALKAN
ContentNo generative AI was used

Purchase

Buy Now$5.00 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $5 USD. You will get access to the following files:

snapgunframework.unitypackage 8.8 MB