Damage System provides you with a AAA quality gun and bullet management system that effectively simulates large quantities of bullets with minimal overhead. Supports guns and weapons of many different styles.
New input system? Old input system? Custom input system? 'Damage System' supports them all.
Bullet drop? Damage System gets it done! Setup ScriptableObjects that define an ammo type where you specify the mass, coefficient of drag, and cross-section for your ammo (or use the default values), and the BulletManager will take care of the rest!
Bullet pass-throughs? Want bullets to pass through a Collider in your scene? No problem! Simply slap on a BulletPassThrough component, specify the density of the object, and let the BulletManager take care of the rest. The BulletManager will calculate the approximate time the bullet spends in the volume before allowing the bullet to pass through the other side with the appropriate amount of drag applied to it.
Bullet ricochet. Advanced bullet ricochet system where ricochet targets can be configured to have varying properties for how and when bullets riocochet off of them, and how much energy is abosrbed from the bullet at different impact angles. The same bullet is simulated through the entire lifeteime keeping it easy for programmers to keep track of a ricocheting bullets. Simply exclude ricochet components from the bullet manager and/or targets to disable bullet ricocheting.
Wind Simulation. Allows you to specify wind speed and direction and the BulletManager will compensate for the wind acting on the bullet. Curves are provided to allow fine-tuning of the degree to which a bullet's speed and drag impact the effect of wind on their trajectory. Simply use no wind speed to disable wind simulation.
High performance bullet rendering. Easily render bullets by specifying a Mesh, Material, any offset, rotation, or scale. Extremely low performance impact.
Pistols, Shotguns, Rifles, Grenades, Melee Weapons? This package comes with them all. With completely functional demos included users can easily use a mix of the provided documentation and the complete examples to create their own weapons of any kind. The package comes with a Gun, MeleeWeapon, and ProjectileWeapon components that allow you to make any kind of weapon without writing even a single line of code.
Configurable reload modes. Set your gun to reload magazine style (all at once), toggle reload interruptability, and/or configure it so you add bullets over time.
Impact effects? The asset provides you with a variety of ways to override impacts effects from bullets and collision damage. Impact effects can be overriden based on what was hit, the weapon used, the material of what was hit, and more. The following list shows the order of importance for bullet hit effects where the top settings are overriden by the bottom:
- BulletHitFX on BulletManager
- ->BulletHitFX on Gun, ProjectileGun, or MeleeWeapon
- -->BulletHitFXOverride on hit Collider (or Collider's parent)
FPS? Top-down? Side-scroller? This asset doesn't care, it works with almost any kind of game you could think of. The Gun and ProjectileWeapon components provide a variety of default settings for each game type and if somehow none of them work for you they provide a powerful AttackDirectionSelector component that can be overridden to allow you to specify how weapons of any kind should be aimed in your game. See the CursorAttackDirectionSelector component provided in the 'Demo' folder as a reference, or feel free to use it in your game.
Gibbing? This component comes with an advanced gib system that lets you shoot or hit the limbs off of whatever you want. The system provides a "Limb Setup Wizard" that will help you automatically configure gibs. The limb wizard is so powerful even the CapsuleMan provided in the demo has its gib-related components set up in just a few clicks! The "Limb Setup Wizard" will look for Gibbable components and automatically add KillableObject componen
Description sourced from the Unity Asset Store listing.