Asset Store – HQ FPS Template

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HQ FPS Template contains a lot of High Quality FPS Features and also an arsenal of fully animated weapons and items.

 

• 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 ]

1.) AKM (Assault Rifle) – 9,830 Tris

2.) F1 (Assault Rifle) – 9,600 Tris

3.) M1A (Assault Rifle) – 10,170 Tris

4.) MP5 (SMG) – 11,190 Tris

5.) Hunting Rifle (Sniper) – 8,809 Tris

6.) R870 (Shotgun) – 5,228 Tris

7.) Double Barrel Shotgun (Shotgun) – 10,154

8.) M1911 (Handgun) – 4,598 Tris

9.) Revolver (Handgun) – 12,177 Tris

10.) Crossbow (Special) – 10,872 Tris

11.) Flare Gun (Special) – 5,552 Tris

12.) Fire Axe (Melee Weapon) – 4,358 Tris

13.) Baseball Bat (Melee Weapon) – 4,548 Tris

14.) Combat Knife (Melee Weapon) – 4,270 Tris

15.) Frag Grenade (Throwable) – 4,410 Tris

16.) Molotov Cocktail (Throwable) – 2,651 Tris

17.) Flashlight (Tool) – 3,750 Tris

18.) Compass – (Tool) 2,254 Tris

19.) 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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