Diamond Loop Sort Puzzle - Complete Mobile Game Template
Unity · Template
HQ FPS Weapons is a versatile, modular, and scalable toolkit packed with features of modern FPS games. Use it as the foundation for your game, or simply utilize the included weapons, it's entirely up to you. Note: This template is intended for developers with at least basic Unity knowledge. Support covers template-related issues only, not customization, unrelated bugs, or general Unity help. DOCS DEMO E-MAIL DISCORD (Recommended For Support) ROADMAP Integrated With: Emerald AI Coming Soon: Full documentation and video tutorials for quick setup Editor wizards to streamline adding weapons, items and more Controller support and customizable keymapping Note: Some of the marketing material is out of date. For the best representation of what the asset has to offer, please check the demo. For more information please check the "Technical details" section. WEAPONS & EQUIPMENT 17 optimized, game-ready weapons and tools (2.5k–12k tris): • Firearms: AKM, F1, M1A, MP5, Hunting Rifle, R870, Double Barrel Shotgun, M1911, Revolver • Specials: Crossbow, Flare Gun • Melee Weapons: Fire Axe, Baseball Bat, Combat Knife • Throwables: Frag Grenade, Molotov Cocktail • Tools & Items: Flashlight, Compass, Syringe ANIMATIONS • Full animation set: idle, aim, draw, holster, fire, dry fire, reload (standard, empty, partial), melee swings, throws • Procedural weapon motion (configurable per state): sway, strafe, fall impact, recoil, retraction, noise, offset, bob CORE SYSTEMS • Clean, modular architecture for easy extensibility • Lightweight object pooling system • Intuitive save/load framework • Surface system with decals and one-shot VFX • Audio manager with streamlined playback • Post-processing animator for runtime VFX • Tweening & spring system for smooth animation • Runtime-configurable game options (audio, graphics, input, gameplay) GAMEPLAY SYSTEMS • Resource gathering (trees, rocks, etc.) • Respawnable consumables (tools, loot) • Carryable object system for physical interaction CHARACTER FRAMEWORK • Modular, plug-and-play character controller • State-based movement system • Dynamic body leaning • Hitbox-based damage and death system • Context-sensitive interaction system INVENTORY SYSTEM • Generic modular inventory (usable on characters, containers, objects) • Item setup: icons, stack limits, weight, tags, properties • Full drag/drop UI with splitting and auto-sorting • Attribute-based filtering and weight-based movement penalty WIELDABLE SYSTEM • Wieldable shader (prevents clipping, no dual-camera) • Highly customizable recoil system • Supports runtime attachments: scopes, mags, grips • Crosshair system with hit markers and ammo indicators • Weapon durability and weight affect handling • Procedural animations: fire, reload, sprint, crouch, etc. • Modular firearm support: hitscan, ballistic, physics-based • Melee system supports combos and throwable weapons USER INTERFACE • Modular UI tightly integrated with core systems • Inventory UI: tooltips, slot highlights, drag/drop • HUD: health, stamina, effects • Combat feedback: hit markers, blood screen, directional damage • Game menus: pause, save/load, new game, options CAMERA EFFECTS • FOV animation (sprint, aim) • Procedural motion: bob, recoil, impacts EDITOR TOOLS • One-click render pipeline converter (Built-in, URP, HDRP) • Workflow tools panel • Custom inspectors for productivity • Quick Play Mode support for rapid iteration DEMO CONTENT • 4 test maps for FPS development • Playable weapons: rifle, bow, knife, axe, pickaxe, torch, compass, bone club, spear • High-quality models, icons, audio, and VFX • Static enemy AI using shared player components BUILT FOR EXPANSION • Modular and scalable: add or remove features easily • Fully integrated systems • Expand with AI, multiplayer, new mechanics • Regular updates and ongoing support One-click render pipeline converter included