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 designed to be independent from locomotion systems.It provides a clean and extensible combat foundation that can be integrated into existing third-person controllers with setup.The system focuses on:- Camera-based aiming (screen-centre ray)- Hitscan shooting pipeline- Interface-driven architecture- Decoupled input, aiming, and weapon systemsThis 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), each demonstrating different engagement distances.Locomotion is not included.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



