
Unity Asset Store - IN DEVELOPMENT
The FPS Lab
Overview
The FPS Lab is a complete first-person framework for Unity. Pick your modules, run the wizards, and you're playing in minutes—no animation rigs, no mocap, no headaches.
Choose full-body IK or arms-only. Full-body gives you legs, torso, and arms that respond to movement, stance, and terrain. Arms-only keeps it lean for performance or a simpler look. Your call.
Everything is procedural. Drop in your arm and weapon models, tweak sliders and curves, and it works. Reloads, draw/holster, locomotion—all driven by real-time IK. No timeline scrubbing.
Setup wizards handle movement, health, weapons, UI, interaction, and IK. The in-editor manual has the rest. You're covered.
Why The FPS Lab?
- One focused stack — Built for first-person only (camera, hands, weapons, interaction). That focus means fewer edge cases and no “half a third-person controller” bolted on.
- Procedural-first, full-body by default — Built primarily around full-body IK: your character’s legs, torso, and arms react to movement, stance, lean, prone, and terrain. Prefer a slimmer rig or more performance headroom? Switch to arms-only and still get procedural reloads, draw/holster, and weapon IK. Optional traditional animation where you want it—not a gate to shipping.
- Wizard-driven — Main setup plus per-module wizards (movement, health, weapons, IK, interaction, UI, VFX, physics, unarmed, menus, footsteps). The in-editor manual ties it together.
- Modular & event-driven — Enable what you need. Systems communicate through events and clear module boundaries—extend or replace without untangling the whole player.
- Modern or Retro — Same foundation: tactical ADS and full-body feel, or arena-style movement and weapon flow. Your project, your tone.
What kind of game are you making?
The FPS Lab doesn’t force a single genre—it gives you the core verbs of a first-person shooter: movement, aiming, weapons, damage, interaction, UI. Use it for tactical shooters, arena FPS, single-player campaigns, horror, or fast arcade projects—the same foundation covers movement, weapons, health, and interaction; you bring the art direction and game rules.
Additional Modules / Expansions!
The FPS Lab covers so much BUT I am working my backside off to extend it even further with a series of Modules already planned and underway, below are a couple that you can expect in the near future.
- Drivable Land Vehicles Module (Cars, Trucks, Quads e.t.c All with customized handling and other features)
- Survival Horror Module (For games like Outlast e.t.c)
and many more are planned.
Key features
Core & input
- First-person core controller, module registry, Modern / Retro FPS modes
- Mouse & gamepad input, bindings, sensitivity, invert, cursor lock, device change handling
- Base camera + player camera, physics root (capsule), event system (publish / subscribe)
Movement
- Walk, run, sprint, crouch, jump, prone, coyote time, air control, walk/run toggle
- Grounding, slopes, step-up, gravity, ceiling checks
- Advanced: slide, dash, mantle, ladders, swim & water volumes, wall run, lean (corner peek), prone crawl & tactical roll
Weapons
- Fire modes: single, burst, full auto; secondary fire patterns for appropriate weapon types
- Reload: magazine & shell-by-shell, tactical vs empty, cancel-friendly flows
- Procedural reload & draw/holster; weapon IK hints; ADS alignment helper (capture hip / ADS in Play Mode)
- Muzzle flash, shell ejection, impact effects, sway, wall proximity, melee bash / strike
- Standard weapons plus grenades, flash bangs, bombs, rocket launcher with projectiles
Modern & Retro modes
- Modern: ADS, full-body controller by default (arms-only if you choose), aim-down-sights workflow
- Retro: arena-style camera and movement, classic weapon switching feel
Health, stamina & damage
- Health, stamina, armor; regen; breath & drowning; fall damage with stages
- Simple, per-body-part hitboxes, or limb damage + armor per limb—switchable workflows
- Damage receiver, multipliers (e.g. headshot), explosions, checkpoints, save/load, respawn, death screen
Interaction
- Buttons, doors (rotate / slide), levers, containers, pickups, keys, elevators (multi-floor)
- Interaction brain, prompts, hold-to-interact, physics pickups
Physics interaction
- Push objects by walking, active push, grabbable props, grab container workflow
Procedural IK
- Full-body IK first (legs, torso, arms, weapon); arms-only optional for a leaner pipeline; arm, leg, body, weapon IK; stance; lean; prone; hand poses; locomotion & idle hands; ground detection; wall proximity weapon
Unarmed combat
- Punches, kicks, combos; integrates with the weapon stack
UI
- HUD: crosshair, ammo, health (single or limb), armor, stamina, breath, interaction prompts
- Pause, death, main menu, confirm popups, save indicator, loading screen, scene loading
Audio & VFX
- Footsteps by surface; footstep setup wizard
- Screen effects (damage, low health); particle / damage effects; visual effects module
Tools & docs
- Main setup wizard; module-specific wizards; one-click create tools (doors, buttons, elevators, checkpoints, water, ladders, grabbables, pickups, and more)
- Hand pose editor & mirror helpers; model swap tool; missing reference checker
- Searchable in-editor user manual (quick start, architecture, modules, damage, API, troubleshooting)
Events
- Movement, weapon, health, interaction, input, checkpoint, module, and Unity Events on key components—hook UI, AI, and custom logic without tight coupling
Demo and Deep Dive Overview
There is just WAY too much to list here, but you can look at a more in depth overview or download a demo.
In Depth Overview - Download (PDF)
OR
Try It Yourself - Download The Demo (PC)
Sample Elevator Wizard
One of the many wizards that are jam packed into The FPS Labs arsenal!
The FPS Lab is Currently In development!
Gallery
Click a shot to enlarge.
Page 1 of 2
