Game Template: MFPS 2.0: Multiplayer FPS

MFPS 2.0: Multiplayer FPS

screenshot

Most complete multiplayer first-person shooter kit.

Programmable Render Pipeline (SRP) compatibility

The Unity Programmable Render Pipeline (SRP) is a feature that allows you to control rendering through C# scripts. SRP is the underlying technology that supports the Universal Rendering Pipeline (URP) and the High Definition Rendering Pipeline (HDRP).

Unity version

Built-in rendering pipeline

Universal Rendering Pipeline (URP)

High Definition Rendering Pipeline (HDRP)

2019.4.40f1

compatible

compatible

compatible

Additional compatibility information

Support Universal Render Pipeline (URP) but not by default,

documentation includes the guide with the steps to convert to URP/HDRP.

Resource bundle dependencies

describe

MFPS 2.0 is an advanced multiplayer first-person game template to help develop your own multiplayer first-person shooter game. This template contains all the basics and tons of advanced systems needed for a multiplayer shooter. The game toolkit is carefully processed, using the latest Unity technology, with high efficiency and performance, using UGUI to present an excellent and professional UI interface, and also includes player Mecanim animation. There are a variety of options for you to choose from on the front end, which can be customized to your preferences and needs, using Photon PUN 2 as the network solution. The core of the toolkit contains 3 game modes: Brawl, Team Deathmatch and Capture the Flag. You can match with other players or humans and machines. There are 4 player professions that can be modified according to your preferences, and 8 different types of weapons: rifles, sniper rifles, shotguns, pistols, grenades, incendiary bombs, grenade guns and knives. It has 3A level picture quality. The main purpose of this template is to allow developers to freely modify the game, so all functions of the template are customizable. You have access to all source code and game content without any restrictions. The toolkit also includes built-in editor tutorials for the most common modifications, such as adding weapons, adding maps, replacing players, and human-computer mode.
That's why this toolkit is one of the best and complete FPS game development templates on the market.


Why choose MFPS?

If you are looking for an advanced and professional multiplayer FPS game template to start developing your own game, which requires strong basic and advanced features at a low price, then MFPS is your best choice. In addition, the core toolkit also includes a large number of additional functions, as well as a large number of expansion packs and plug-ins for integration and creation of next-generation multiplayer FPS games. No other toolkit on the market can compete with MFPS. First of all, the number of functions in MFPS (core and expansion packs) is better. Secondly, some other toolkits and templates only focus on the FPS system and do not support multi-player platform implementation, or The performance of the multiplayer platform is poor; the toolkit focusing on multiplayer has very few basic functions, the gameplay and UI are very poor, and can only give you 25% – 30% completion. And if you use MFPS, you will have a 3A game with 80% completion from the beginning. This template has been developed for more than 5 years, the code has been optimized, and the multiplayer function is perfect.



Feature List:

3 game modes: Team Deathmatch, Brawl and Capture the Flag, 4 additional optional modes: Demolition, Annihilation, Capture and Gun Race.
Player teaming system.
AI shooting (human vs. machine). A new
team composed of human-machine and real players , all synchronized through the network. New  Photon offline support. Built-in editor tutorials for adding weapons, adding maps, replacing players, and human-computer mode . Team voice chat. Start countdown. Private and public competitions. Player Classes, 4 player classes with different equipment (Raider, Engineer, Support, Scout) 8 different types of weapons: rifle, sniper rifle, shotgun, pistol, grenade, incendiary bomb, grenade gun and knife. Advanced weapon systems. Player movement actions such as sliding, jumping, crouching and running.









Procedural weapon movement.
Sync with advanced players in interpolation, extrapolation and latency compensation.
Friends List.
Match the lobby.
Damage mark.
Lobby chat
, team selection and automatic team selection,
voting and kicking system.
Footsteps IK placement.
Fire types (automatic, single shot and semi-automatic)
Accurate bullet and position synchronization
Fall damage.
Player room kicking
, server statistics, total players, total rooms, ping value,
post-processing stack V2.
HP recovery option,
kill prompt corner (player kill information)
score board
, room time limit,
item drop system.
Ladder system
IK hand position
headshot detection.
Bullet trajectory options.
Jump platform.
On-hook detection.
Maximum kill room limit
starts loading screen.
Asynchronous data loading.
In-game weapon vision options
Maximum ping allowed for players to join the room
Overhead draw name.
Player footsteps.
Object pooling system.
Graphical menu settings
Multiplayer room chat
Smooth movement of weapons while running
Networked weapon pickup system
Firearms dropped after death
Throw ammo and health kits
for kill shots.
Network statistics.
Teammate health bar UI. Advanced heat view with
UGUI crosshair IK support Animated hit markers Generate hand effect markers Friendly damage options Switch teams in the room Press to talk or automatic voice detection. 3A image quality graphics menu settings high performance. Built-in editor documentation. Full C# clean code available with plugin - Mobile Controller. - log in system. - Shop system. - Level system. - Tribal system. - Kill streak. - Localization. - Minimap - Career customization. - Weapon customization. - Killstreak indicator - Player selector. - Input manager. - Unity IAP for store system. - Weapon Pack #1. - Directional bar. - Capture points (game mode). - Bomb defusal (game mode) - Gun competition (game mode).































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Origin blog.csdn.net/john_dwh/article/details/133375319