Modular TPS combat system with hitscan shooting and camera-based aiming, designed to integrate with any locomotion system.This asset is render pipeline independent.- Fully compatible with Built-in Render Pipeline- Compatible with URP and HDRP (no rendering-specific dependencies)Note:Demo visuals are minimal and do not rely on any specific render pipeline.The system focuses on gameplay logic and is not tied to rendering features.TPS Combat System is a modular third-person shooting framework for Unity 6 designed to work independently from locomotion systems.Included Features:• Hitscan shooting• Semi-auto, Full-auto, and Shotgun fire modes• Weapon swapping• Reload system• HitBox-based damage• Modular architecture• New Input System support• Interface-driven design for easier integrationThe system focuses on:• Camera-based aiming (screen-centre ray)• Flexible weapon architecture• Decoupled input, aiming, and weapon systems• Integration with existing third-person controllersThis allows developers to:• Plug the combat system into their own locomotion setup• Replace camera or input systems without modifying core logic• Extend or customize weapons and combat behaviour easilyA demo scene is included featuring a Y-shaped shooting range with weapon-specific branches (Shotgun, Pistol, Rifle).Playable Demo:https://kennychoi1997.itch.io/tps-combat-system-playable-demoLocomotion is not included. The combat system is designed to integrate with existing third-person controllers.An optional bridge component is provided to assist integration with third-person controllers.Note:Integration results may vary depending on the locomotion system used.Additional tuning of movement and rotation may be required for optimal gameplay feel.- Hitscan-based shooting system (raycast)- Camera-centre aiming system (IAimProvider)- Modular weapon system (IWeapon interface)- Input abstraction via Unity Input System (IFireInput)- Damage routing system (IDamageable support)- Optional locomotion bridge (CombatAimToLocomotionBridge)- Runtime weapon switching support- Configurable weapon parameters (damage, fire rate, spread, ammo, reload)- Shotgun support (multi-pellet spread system)- Debug tools (ray visualization)Architecture:- Interface-driven design for flexibility- Decoupled from locomotion, camera, and input implementations- Easily extendable with custom aim providers or weapon typesDemo:- Y-shaped shooting range- Independent spawn system per weapon branch- Distance-based testing setupCompatibility:- Works with any third-person controller that supports: - camera-relative movement - external rotation control - movement reference switching

