MultiFPS - Multiplayer FPS
MultiFPS - designed for creating multiplayer FPP Shooters. Includes all the necessary features that a multiplayer shooter needs. It has synchronized FPS gameplay, various weapons, bots, and much more.
Template's core systems
• Movement and Combat System
• Gamemodes
• Bots
• Spectator mode
Combat
• Players can spawn with selected weapons. They can swap them with other ones found on the ground.
• You can adjust or disable melee attacks for each weapon
• The crosshair represents weapon recoil, which depends on fire time and player movement.
• Players and bots can shoot through walls that users set to be penetrable. They can also shoot through other players.
Gamemodes
MultiFPS comes with 4 gamemodes
• Deathmatch
• TeamDeathmatch
• TeamEliminations - players respawn only at the start of a round. This is instead of respawning several seconds after death. The team that eliminates the enemy team wins.
• Defuse - Same as above but adding a bomb that team red can plant, and team blue can defuse
Bots
Host can make the game spawn bots in place of empty slots. They will join different teams and navigate around the map to take down players/bots from the enemy team. They can spawn with random weapons. They can use every weapon a regular player can. They can change their currently used weapon if they are low on ammo. They can use melee attacks if an enemy is close. When real player connects during the game, one of the spawned bots will "disconnect" to make room for the connected player.
Spectating
MultiFPS features two game modes. Players are based on rounds instead of respawning several seconds after death. These game modes are TeamEliminations and Defuse. If a player dies during a round, and the round is not over yet, they can spectate their teammates from a first-person perspective. If one of those teammates happens to be a bot, they can take control over the bot.
Ragdoll
Ragdolls are synchronized across all clients. Everyone will see exactly the same pose on a dead body. Ragdoll behavior on death will depend on the type of weapon used to kill and on the movement of the victim.
Scoreboard
Scoreboard shows other players, their stats and latency
Detailed Killfeed
The killfeed shows who killed who and with which weapon. It also features special icons if a player was killed by a headshot, shot through a wall, or died from fall damage.
Template contents
• FPS Controller
• Items
1. Knife
2. Pistol
3. Rifle
4. Shotgun
5. SniperRifle
6. Grenade
7. Bomb
8. Rocket Launcher
• Gamemodes
1. Deathmatch
2. TeamDeathmatch
3. TeamEliminations
4. Defuse
• 4 Maps
• Pause menu with options for audio volume and mouse sensitivity
• Chat that distinguishes teams
• Player HUD
• Player HUD specific for game modes
• Killfeed
• Several skins for for player model and various items
Bonus
ServerList - REST API that will serve server list and boot MultiFPS when a player creates a lobby from the game client, just like it works in this demo.
MultiFPS is ready to be deployed on dedicated server, and fully works with WebGL.
To add/modify features, basic knowledge of C# is required.
Technical details
-There is one player prefab that gets loaded skins, not separate prefab for each skin. AI also uses same player prefab as normal players
-Character model uses custom rig that does not match humanoid skeleton
MultiFPS supports both new and old input system
For networking MultiFPS uses Mirror, open-source networking solution for Unity games. It is client-server architecture.