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Building an FPS Game with Unity
Building an FPS Game with Unity

Building an FPS Game with Unity: Create a high-quality first person shooter game using the Unity game engine and the popular UFPS and Probuilder frameworks

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Profile Icon John P. Doran Profile Icon jamal seaton
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Full star icon Full star icon Full star icon Half star icon Empty star icon 3.9 (10 Ratings)
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Building an FPS Game with Unity

Chapter 2. Building Custom Weapons

Now that we have everything installed, let's start working on one of the most important things that a first-person shooter game needs—the weapons. Often, it is the weapons of the games that become characters in their own right and tweaking them to be "just right" is something that many will try to do.

This project will be split into a number of tasks. It will be a simple step-by-step process from the beginning to the end. Here is the outline of our tasks:

  • Importing new models/sound effects
  • Replacing the default weapon
  • Creating a new weapon template
  • Customizing weapon position/behavior
  • Recoil/Muzzle Flash
  • Changing firerate
  • Creating new ammo type
  • Creating new ammo pickup
  • Customize sound effects
  • Determining behavior

Prerequisites

Before we start, we need to have a project created that already has UFPS installed. If you do not have it already, follow the steps described in the previous chapter.

Setting up a testbed

Now, before we get started, let's create an area that we can use to test our new weapons.

  1. Open up the project and a scene for us to work with. We can create a new level but, in this instance, UFPS comes with a nice scene for us to start with. From the Project tab, go to the UFPS/Base/Content/Levels/CleanScene folder and double-click on the CleanScene file.

    This scene (or level) is a simple terrain with a basic first-person camera and controller intended for prototyping, which is perfect for us, except we want our player to be already set up. To do this, we will remove this simple camera and replace it with a built-in one.

  2. From the Hierarchy tab, select the Camera object by clicking on it and delete it by pressing the Delete key.
  3. Next, go to the UFPS/Base/Content/Prefabs/Players folder and drag and drop an AdvancedPlayer prefab into your game world. To see the object, double-click on it in Hierarchy (or press the F hotkey with it selected) and it'll zoom directly...

Getting models/sounds for weapons

Before we start creating our custom weapons, we will first require the models and sound effects that are needed for our project. Of course, you could model them yourselves, but it would require modeling knowledge (and the knowledge of using 3D modeling software such as Blender, Autodesk's Maya, or 3ds Studio Max), which is out of the scope of this book. For simplicity, we are going to use some free assets that you can obtain from the Asset Store.

Note

If you would like to build a gun of your very own, some information on making the model set up for UFPS can be found at http://www.visionpunk.com/hub/assets/ufps/manual/weapons.

  1. To open the Asset Store inside Unity, we can go to Window | Asset Store from the top toolbar.
  2. If you aren't already logged in, go to Log In from the top-right corner of the panel and enter the information that you put in when you created the account.
  3. From the right-hand side menu, go to 3D Models | Props | Weapons | Guns and select...

Building our weapon – the mesh

Now that we have the resources to create the weapon, let's first get the mesh ready with a hand to hold it like in a normal FPS game.

  1. To start off, go to the UFPS/Base/Content/Prefabs/Weapons folder and drag the Pistol prefab out into the world. Move the object and camera until you get to the point where you can see it clearly.

    Note

    In case you need a refresher on the camera controls, here are the most commonly used ones:

    • Zoom In/Out: Alt + the right mouse button/scroll the middle mouse button up/down
    • Rotate Around Selected Object: Alt + the left mouse button
    • Panning: Alt + the middle mouse button
    Building our weapon – the mesh

    Now, this is the fully created pistol we used previously that is already attached to a hand. We are going to use this pistol as a base to create our very own weapon by placing our new weapon where the old one is.

  2. From the Project tab, drag out the CQAssaultRifle file that we downloaded earlier (Assets/Close Quarters Assault Rifle/CQAssaultRifle) and bring it...

Creating a UnitBank

The next thing we need to do is to create a weapon that will associate with the mesh we just created. In UFPS, any kind of weapon that uses some kind of resource is referred to as a UnitBank. These UnitBanks use Units to fire. To create a UnitBank perform the following steps:

  1. Let's create a UnitBank for our weapon by going to the top menu and selecting UFPS | Wizards | Create Item Type | UnitBank.
    Creating a UnitBank
  2. Once created, go over to the Project tab and change the name of the New UnitBank Type file to CQAssaultRifle by clicking on the file and renaming it (or by pressing F2).
  3. From the Inspector tab, under Display Name, change the value to CQ Assault Rifle and, under Unit, select the type of bullet you want to use. In this case, I will use MachinegunBullet.
  4. Next, select the Capacity value to 32. This means that the weapon can fire 32 shots before it needs to be reloaded.
    Creating a UnitBank
  5. Finally, we will drag and drop the file into the Weapons folder.

Note

More information on UnitBanks can be found...

Prerequisites


Before we start, we need to have a project created that already has UFPS installed. If you do not have it already, follow the steps described in the previous chapter.

Setting up a testbed


Now, before we get started, let's create an area that we can use to test our new weapons.

  1. Open up the project and a scene for us to work with. We can create a new level but, in this instance, UFPS comes with a nice scene for us to start with. From the Project tab, go to the UFPS/Base/Content/Levels/CleanScene folder and double-click on the CleanScene file.

    This scene (or level) is a simple terrain with a basic first-person camera and controller intended for prototyping, which is perfect for us, except we want our player to be already set up. To do this, we will remove this simple camera and replace it with a built-in one.

  2. From the Hierarchy tab, select the Camera object by clicking on it and delete it by pressing the Delete key.

  3. Next, go to the UFPS/Base/Content/Prefabs/Players folder and drag and drop an AdvancedPlayer prefab into your game world. To see the object, double-click on it in Hierarchy (or press the F hotkey with it selected) and it'll zoom directly to its position...

Getting models/sounds for weapons


Before we start creating our custom weapons, we will first require the models and sound effects that are needed for our project. Of course, you could model them yourselves, but it would require modeling knowledge (and the knowledge of using 3D modeling software such as Blender, Autodesk's Maya, or 3ds Studio Max), which is out of the scope of this book. For simplicity, we are going to use some free assets that you can obtain from the Asset Store.

Note

If you would like to build a gun of your very own, some information on making the model set up for UFPS can be found at http://www.visionpunk.com/hub/assets/ufps/manual/weapons.

  1. To open the Asset Store inside Unity, we can go to Window | Asset Store from the top toolbar.

  2. If you aren't already logged in, go to Log In from the top-right corner of the panel and enter the information that you put in when you created the account.

  3. From the right-hand side menu, go to 3D Models | Props | Weapons | Guns and select a weapon...

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Description

Unity, available in free and pro versions, is one of the most popular third-party game engines available. It is a cross-platform game engine, making it easy to write your game once and then port it to PC, consoles, and even the web, making it a great choice for both indie and AAA developers. Building an FPS Game in Unity takes readers on an exploration of how to use Unity to create a 3D first person shooter (FPS) title, leveraging the powerful UFPS framework by VisionPunk and Prototype/ProBuilder 2.0 by ProCore3D. After some setting up, you will start by learning how to create custom weapons, prototype levels, create exterior and interior environments, and breathe life into our levels. We will then add polish to the levels. Finally, we will create a custom GUI and menus for our title to create a complete package.

Who is this book for?

This book is for those who want to create an FPS game in Unity and gain knowledge on how to customize it to be their very own. If you are familiar with the basics of Unity, you will have an easier time, but it should make it possible for someone with no prior experience to learn Unity at an accelerated pace.

What you will learn

  • Use UFPS to build custom weapons with custom meshes and behaviors
  • Explore level design as you prototype levels, making use of Prototype to build levels out quickly
  • Build environments that are realistic as possible while keeping peak performance and repetitiveness down
  • Review tips and tricks on how to create environments using both terrain for outdoor areas and a modular workflow for interiors
  • Develop a number of different encounters that your players can fight against, from a simple turret enemy to complex AI characters from Shooter AI
  • Discover how to create unique objects such as exploding barrels and objects you can interact with
  • Create a custom GUI to help your game stand out from the crowd
  • Package your game for release, create an installer, and get your game out into the world
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Publication date : Oct 30, 2015
Length: 326 pages
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Language : English
ISBN-13 : 9781782174806
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Table of Contents

10 Chapters
1. Getting Started on an FPS Chevron down icon Chevron up icon
2. Building Custom Weapons Chevron down icon Chevron up icon
3. Prototyping Levels with Prototype Chevron down icon Chevron up icon
4. Creating Exterior Environments Chevron down icon Chevron up icon
5. Building Encounters Chevron down icon Chevron up icon
6. Breathing Life into Levels Chevron down icon Chevron up icon
7. Adding Polish with ProBuilder Chevron down icon Chevron up icon
8. Creating a Custom GUI Chevron down icon Chevron up icon
9. Finalizing Our Project Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

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Amazon Customer Dec 07, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I bought this book a few weeks ago now and I find it a very helpful and well written guide.I am a self taught programmer and this book has helped me to extend my knowledge of Unity and UFPS. Yes UFPS is not free but if you are looking to gain more knowledge and worthwhile assets then this asset will not go amiss.I have recommended this book to a few friends who like me program in their free time and are looking for good resources.The book is very well written and very easy to understand so even if you are learning (like I am) you should not have a problem following this book and ending up with your own base FPS game to build and expand on.
Amazon Verified review Amazon
DK Aug 25, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book was a great introduction to building an FPS game and provides a foundation into what is necessary to build one.I am an experienced coder but not developer by job profession and I started on Unity 5 just a few months ago and this book provides the insight into what building an FPS really takes in Unity.I was not familiar with Prototype aka (ProBuilder), RAIN AI, or Shooter AI aka (Tactical AI Shooter) and this book gave me the knowledge and tools to build a prototype FPS shooter.Now some of the information in this book is outdated now [of no fault to the author] Rival Theory appears to have dumped its RAIN AI and is focusing on "Sentio" so you wont find much help there. Shooter AI appears to now be Tactical AI Shooter and the instructions are a bit different than the book. Prototype is now ProBuilder but those instructions are the same.When Rival Theory dumped its RAIN AI all you find is the legacy pages and the book cites a download from Rival Theory that is no longer available. I reached out to John directly on his website and within 6 hours he had responded back that he was asking Rival Theory for the code. Within 24 hours John sent me a link to Mega Upload to download the missing code. I don't believe I am allowed to post links [to the Mega Upload] in an Amazon review as I could see that as a security threat, just email John at his personal website with his resume he will get back to you.I don't know about you but I don't know many authors that A) respond to their readers B) respond so quickly C) resolve the issue in less in 24 hoursSo that's why I give 5 stars to this book, the author stands behinds his book and the book is a great introduction to FPS using Unity.
Amazon Verified review Amazon
Harris Gellman Oct 15, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
well written
Amazon Verified review Amazon
James Dec 03, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book will help make a FPS game with minimal coding by using assets from Unity's Asset store. Some of these assets will cost you but if your serious about your hobby like me then these are great purchases. The author will walk you through how to set it up with these tools which is great because you can easily spend hours scouring You Tube trying to find something like this which you may eventually find in different places or you will just give up looking. He makes it easy for you with it all in one place. I'm not an expert on Unity or coding but found this book very easy to follow and had my own little game setup with bots very quickly. But do remember some of these assets like UFPS (this is the only one that is required for you to purchase the other one is Shooter AI but you could use Rain AI which is free) will cost you $95 but it is something worth purchasing, just like any hobby you have to spend some money (like buying this book). I think its a very good starting point for you if your interested in FPS games and wish there were more like this.
Amazon Verified review Amazon
Rob Thompson Dec 07, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This is a great book. I like the fact that each chapter is laid out with clear goals. The software pre-requisites are also clearly described with additional information for each package from Unity Store. This is important and also, its rather unbiased in terms of what is actually going to be your personal choice over what is being recommended. As you progress through the book, you can see the power of both applications and start to enjoy Unity and UFPS more than you thought you would. My son, who is 14, is enjoying this book as well. He wants to be a level designer so this is a great start for him. I recommend this book if you are new to Unity and UFPS.
Amazon Verified review Amazon
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