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To follow this tutorial, you will need to download the 3D Game Kit from the Unity Asset Store and import this asset into a new 3D project. This tutorial will demonstrate 3 tests, each with its own objective: This article will describe how to use similar concepts in a 3D application/game, where the "player" has 6-degrees of freedom of interaction. 13+ completely different weapons: revolver, assault gun, double piece, optical maser mineworker, flashlight.Once you have completed the 2D Game Kit Automation Tutorial and reviewed Testing the 2D Game Kit: the "correct" way, you may wonder how to apply these concepts to a 3D or VR project. Smooth transition in weapon modification, camera fov aiming, … Camera shake for each pink-slipped projectile Insane quantity of options to shoot: unfold, projectiles per shoot, clip size, bullet speed, bullet force quantity, explosion radius, … Separated camera for weapons in First person Change between weapons in any camera mode Rebindable input system ready to save/load

Gamepad support with movable mouse pointer Create your character in a very number of clicks Complete editor to configure easily injury receivers Configure weak spots, injury multipliers & one shoot killed zones Advanced injury detection for characters, vehicles, anything Damage screen with fade color & injury position/direction icons Option to rotate toward camera & mounted position Option to grab object in line with distance Grab crates, boxes, friends, vehicles, …anything Use tags for objects that may be grabbed Allows to rotate, zoom, drop & throw objects Power projectiles with advanced physics management Editable key numbers for powers, drag & drop

Advanced power manager, add as several as you would like Circumnavigate spheres & regular surfaces Option for swish transitions between views Shake on injury or external shake with states & triggers Camera collision detection & states system

Uses ragdoll or mecanim once player dies Ragdoll once character dies or receive injury more than a given price Very customizable effects and options: camera states, configuration and transitions, power grid, weapons, bit controls, head-bob, custom input keys, footsteps, vehicles, etc… Now you can Set up a personality controller or Hawkeye State and take a look at it in a very couple of seconds. There are plenty of potentialities. Enable/disable something you would like. It is the right foundation for your game and a good learning tool.
