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  • Current Version: 1.1.9: 2024-02-09T15:08:33Z
  • First Published: 2022-07-25T12:39:13Z
  • Size: 302361136
  • Supported Unity Versions: 2021.3.29
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Damage System - Damage, Guns & Gibs

(3 Votes)
$39.92 $39.92

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.


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 components and TakeDamageRepeater components where they are needed linking all necessary editor events automatically. See the included documentation and demo videos for details.


Don't feel like making a damage system? You don't need to, it's already done. This package comes with a fully-featured damage system with components to make any GameObject killable, pass damage from one KillableObject to another, scale or override damage, and more.


Love Unity Editor Events? We do too. This asset provides events for everything, both UnityEvent style and relevant C# delegate event style where parameters may be modified. Like all of our assets 'Damage System' is extremely coder-friendly.


Why waste your time? implementing guns, gibs & damage yourself when you can get this complete solution for as little as many people earn in 1 hour of work.


Well documented. comes with a variety of demos, hand-written documentation, and a generated API reference.


Highly customizable. No matter what kind of game or weapons you want to create Damage System has you covered. You can modify the system through the many existing settings or even override the existing components to take your customization to the next level!


And more! This asset also comes with a variety of useful damage-related components to help make your game better.


FAQ

Q: How can I upgrade to Unity's new input system?

  • This will take care of itself however you may want to upgrade the provided demos.
  • To upgrade the provided demos to the new Unity "Input System" once you've upgraded your project to include Unity's "Input System" package simply double click 'Package_NewInputSystem.unitypackage' and import it, this will overwrite relevant demo prefabs with versions that use the InputSystemWeaponInputGatherer.

Other Assets:

Game Movement - A fully-featured, modular movement system for almost any kind of game.

Editor Physics Simulator - Simulate and record physics in the editor.

Editor Animation Freezer - Freeze Animators at a specific frame in an animation.

Console Commands & UI - Console commands & UI panels for Unity.


Documentation:

API reference

Documentation


Third Party Content:

  • Only the "Demo" folder contains third party content, see "Third-Party Notices.txt" for details.
  • All sounds included are from freesound.org and licensed under the "Creative Commons 1.0" license.

*Do not hesitate to email questions, concerns, suggestions, or comments to [email protected]*


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