FPS ENGINE DOCUMENTATION
  • Welcome to FPS Engine!
  • BEFORE WE START
    • Early Considerations
    • List of Tutorials
    • List of Add-Ons & Compatible Packages
  • GETTING STARTED
    • 01. Basic set-up
    • 02. Roadmap
  • CONTENT
    • 03. Content
      • 03.1 CAMERA
        • MoveCamera
        • CameraFOVManager
      • 03.2 MOVEMENT
        • PlayerMovement
      • 03.3 PLAYER
        • PlayerStats
        • PlayerMultipliers
        • PLAYER STATES
          • PlayerStates
          • PlayerBaseState
          • PlayerStateFactory
        • WEAPON STATES
          • WeaponStates
          • WeaponBaseState
          • WeaponStateFactory
        • Player Debugging
      • 03.4 WEAPONS
        • Weapon_SO
        • WeaponIdentification
        • WeaponController
        • Bullet
        • ATTACHMENTS
          • Attachment.cs
            • Barrel.cs
            • Flashlight.cs
            • Magazine.cs
            • Scope.cs
            • Stock.cs
            • Laser.cs
            • Grip.cs
          • AttachmentIdentifier_SO.cs
      • 03.5 PICK UP SYSTEM
        • InteractManager
        • Interactable
        • Item_SO
        • Identifiable
        • Pickeable
          • WeaponPickeable
          • BulletsPickeable
          • AttachmentPickeable
      • 03.6 ENEMIES
        • IDamageable
        • EnemyHealth
        • TrainingTarget
        • CIrcularTargetEnemy
        • Turret
        • TurretProjectile
      • 03.7 EFFECTS
        • CameraEffects
        • CamShake
        • CrouchTilt
        • JumpMotion
        • ProceduralShot
        • ProceduralShot_SO
        • WeaponEffects
        • WeaponSway
      • 03.8 UI
        • CowsinsButton
        • Crosshair
        • CrosshairShape
        • Hitmarker
        • UIController
        • UIEvents
        • RebindUI
      • 03.8 EXTRA
        • Checkpoint
        • Coin
        • Compass
        • CompassElement
        • Destructible
        • Crate
        • ExplosiveBarrel
        • PowerUp
        • DamageMultiplier
        • HealMultiplierPowerUp
        • Healthpack
        • DoorInteractable
        • Experience
        • GetGameInformation
        • HurtTrigger
        • JumpPad
        • Lootbox
        • PauseMenu
        • PointCapture
        • Trigger
        • DraggableButtonInSceneView
        • UTILITIES
          • DestroyMe
          • IgnoreCollision
          • LookAt
          • CowsinsUtilities
      • 03.09 MANAGERS
        • CoinManager
        • ExperienceManager
        • GameSettingsManager
        • InputManager
        • SoundManager
        • PoolManager
  • HOW TO USE
    • Getting Started: First Steps
    • Importing FPS Engine into URP / HDRP
    • Add a Player Controller
    • Adding New Weapons
    • Saving & Loading Presets
    • Changing Keybindings
    • Creating New Pickeables
    • Controllable & Not Controllable Player
    • Adding New Surfaces ( Grounds )
    • Working with Attachments
    • Modify Weapon and Camera Effects
    • Adding Custom Key Rebinds
    • Add breakable (Destructible) objects
    • Custom Shot Weapons
    • Adding Enemies
  • FAQ
    • FAQ
  • SUPPORT
    • Support
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  1. CONTENT
  2. 03. Content
  3. 03.4 WEAPONS

WeaponIdentification

PreviousWeapon_SONextWeaponController

Last updated 10 months ago

This component identifies a weapon prefab. It enables the WeaponController to determine which weapon is currently unholstered and its corresponding Weapon_SO. This functionality is also highly beneficial for managing weapon attachments.


BASIC

  • Weapon: This Weapon_SO must match the Weapon_SO that contains this WeaponIdentification.

  • FirePoint: Every weapon, excluding melee, must have a firePoint, which is the point where the bullet comes from. Make an empty object, call it firePoint for organization purposes and attach it here. Refer to for more information.

  • AimPoint: Transform that defines the aiming point. Generally placed on the Iron Sights / Scope.

ATTACHMENTS

  • defaultAttachments: Defines the default attachments for your weapon. The first time you pick it up, these attachments will be equipped.

  • compatibleAttachments: Defines all the attachments that can be equipped on your weapon.

Refer to

Adding New Weapons
Working With Attachments