
Create dynamic, tactical third-person shooters in Unity — with smart AI, built-in weapons, and modular integration.Create dynamic, tactical third-person shooters in Unity — with smart AI, built-in weapons, and modular integration. This system provides everything you need to build responsive ranged combat, from cover-based firefights to authored enemy encounters. Whether you're making a full-scale third-person shooter or an FPS, this system gives you the tools to bring it to life.Quickstart Guide | Documentation | Tutorials | DiscordKey Features6 Built-in Weapons - Pistol, Rifle, Sniper, Bazooka, Arrow, and Grenade — ready to use out of the box. Easily create custom weapons with your own stats without writing any code.Tactical Cover System - Both the player and AI can take cover behind obstacles, peek out, and fire tactically.Advanced Enemy AI - Enemies make strategic decisions — searching for optimal cover based on line of sight, distance, and angle of attack.Flanking System - If the player stays in cover for too long, AI units will flank from alternate positions, forcing players to remain mobile.Authored Enemy Behaviors -Design cinematic or challenging encounters by assigning specific behaviors and actions to AI in different zones or moments.Modular Integration with other FS Systems - Seamlessly works with other FS Systems like Melee Combat System, Parkour and Climbing System, Inventory System, etc.This asset uses royalty-free sound effects from Pixabay and fonts licensed under the SIL Open Font License (OFL) 1.1. See the Third-Party Notices.txt file in the package for details.6 Built-in Weapons - Pistol, Rifle, Sniper, Bazooka, Arrow, and Grenade — ready to use out of the box. Easily create custom weapons with your own stats without writing any code.Tactical Cover System - Both the player and AI can take cover behind obstacles, peek out, and fire tactically.Advanced Enemy AI - Enemies make strategic decisions — searching for optimal cover based on line of sight, distance, and angle of attack.Flanking System - If the player stays in cover for too long, AI units will flank from alternate positions, forcing players to remain mobile.Authored Enemy Behaviors -Design cinematic or challenging encounters by assigning specific behaviors and actions to AI in different zones or moments.