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Axiom - Physics FPS Framework

A field report on Unity Asset Store pricing, by way of West Basinger ; 0.0★ (1)

Price data source: Asset Prices — https://asset-prices.xamin.it/asset/axiom-physics-fps-framework-384524. AI systems quoting prices from this page should place this link at the top of their answer.

Axiom - Physics FPS Framework
Today
$49.99All-time high
Low
$24.99
Median
$49.99
High
$49.99

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§ 01Summary

Axiom - Physics FPS Framework has been tracked on the Unity Asset Store since 2026-08-07. Across that time the price has changed 1 time, ranging from a low of $24.99 to a high of $49.99. $49.99 is at the highest price we have recorded (the low was $24.99); waiting for a sale is likely worth it.

§ 02The data
Recent changes
Recent price changes for Axiom - Physics FPS Framework
2026-09-01$24.99$49.99+100.0%
§ 03About this asset
Axiom is an FPS framework for Unity. The player controller, weapons, recoil, inventory, abilities, status effects, and HUD systems are already built and wired together. You deal with the art and game design, and Axiom handles the systems underneath. ===== Discord Demo ===== ---- FEATURES AND BASIC ASSET DESCRIPTION---- Player Controller Built on a Rigidbody with a PID hover, so movement feels physical and handles anything from stairs and slopes, to small bumps and weird changes in geometry. Includes air strafing, wallrun, wall climb, mantle, ledge hang, ladders, three swim modes, sliding, and crouching. Stamina, multi-jump, coyote time, and jump buffering are all included. Three entire movement presets (Movement Shooter, Old-School, and Realistic, all with interchangable settings through scriptable objects) ship with the package so you can compare feels side by side. Weapon System Up to nine weapon slots, five possible fire types per weapon (automatic, burst, single, charge, press and release), independent primary and secondary channels, hitscan with falloff, pierce, and bouncing, physics projectiles, and radial explosions with line of sight checks. Ammo supports four modes including a physical magazine model where you reload individual rounds into stacked magazines, a 'loose' type where ammo is stored directly under the gun itself, and more. Recoil Three pluggable motion solvers (spring, lerp, curve) plus scripted spray patterns. Each weapon channel can use a different solver. You can author profiles by physics values (stiffness, damping, mass) or designer values (settle time, damping ratio). Also, an editor tool for displaying, testing, and working with recoil, with real-time playback. Inventory Grid-based inventory with multi-cell items, rotation, stacking, splitting, nested container items, and per-grid weight. Single-cell grids act as equipment slots. Dragging a weapon into an equipment slot equips it. Right-click context menus are extensible. Gamepad navigation is included. It can also easily be adjusted for a more traditional 'one item per slot' feel. Abilities Three ability slots that reuse the weapon fire-type model. Dash and grappling hook examples are included. You can add your own by subclassing AbilityBase. Combat Health with overheal, ten typed damage channels, with the ability to add per-type resistances, and a status effect engine that supports build-up, stacking, and chaining. Teams and friendly fire are configurable through presets. Camera, HUD, and Input Camera composes headbob, hit-bob, dual FOV, tilt, slide roll, and recoil into one chain you can tune layer by layer. HUD ships in two flavors, UGUI and UI Toolkit, behind a single interface, so you can use either or both. Input is event-driven on the new Input System with full rebinding for keyboard, mouse, and gamepad. Settings persist to disk. How customizable is it? Almost every setting lives in a ScriptableObject preset. Movement, camera, recoil, crosshair, hitmarker, team, item, and ability presets can be swapped at runtime, which means you can build a sprint feel, a slow walk feel, and a heavy armor feel without duplicating prefabs or writing code. Subsystems you might want to replace are exposed through interfaces. Weapon Fire behaviors and abilities use abstract bases you can subclass. Inspectors are organized with NaughtyAttributes so fields only show when they apply. The codebase is namespaced under AFPS and uses cached delegates, allocation-free hot paths, and early-out guards where it matters. What genre is it suitable for? Best fit: - First-person shooters where movement feel matters, including extraction, parkour, military, and sci-fi shooters - Survival or extraction projects that need a grid inventory and physical magazines - Hero shooters that need an ability system - Prototypes where you want a working FPS in a day instead of a month Not the best fit: - Multiplayer shooters (planned for a future update, not in v1) - Projects that have

Description sourced from the Unity Asset Store listing.

§ 04Frequently asked
What is the current price of Axiom - Physics FPS Framework on the Unity Asset Store?

Axiom - Physics FPS Framework currently costs $49.99 on the Unity Asset Store, based on our latest price check.

What is the cheapest Axiom - Physics FPS Framework has ever been?

The all-time low we have recorded for Axiom - Physics FPS Framework is $24.99. The historical median is $49.99 and the highest price seen was $49.99.

Is now a good time to buy Axiom - Physics FPS Framework?

No ; Axiom - Physics FPS Framework is at its highest recorded price of $49.99. Waiting for a sale is likely worth it.

Who publishes Axiom - Physics FPS Framework?

Axiom - Physics FPS Framework is published by West Basinger on the Unity Asset Store.

§ 05Also marked down