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In this article, we will provide a detailed explanation of “Shooter” (ranged combat / firearms), one of the modules in Game Creator 2.
Shooter is an extension asset that covers all aspects of ranged attacks — firearms, bows & arrows, and lasers. It handles everything from magazine/reload/accuracy/recoil/shell ejection/jam/sights/FK & IK biomechanics/wind effects, covering simple top-down bullet hell to realistic sniper shooting.
Official documentation: Game Creator 2 Documentation
You can find a list of all articles in this series below.
What Is Shooter?
- “Weapon assets” define firing, ballistics, reload, accuracy, recoil, sights, jam, and shell ejection
- “Sight assets” define aiming mode, posture, biomechanics, and scope
- “Ammo / Reload assets” define ammunition and reload behavior
- Weapons support multiple simultaneous equips (primary weapon + flashlight, assault rifle + grenade launcher, etc.). However, the same ID cannot be equipped simultaneously
Installation
- Purchase the Shooter module from the Asset Store
- Install via
Window > Package Manager - Samples from
Game Creator > Install...:- Examples: Scene collection for various use cases
- Weapons: Ready-to-use weapon collection
- Examples depend on all combat systems (auto-resolved)
- Install location:
Assets/Plugins/GameCreator/Installs/Shooter.Examples/
Weapon Asset
How to Create
Right-click in the Project window → Create > Game Creator > Shooter > Weapon.
Weapon Data (Basic Information)
- Title / Description / Icon / Color: For UI
- Hit Reaction: Reaction played on hit (uses the character’s default reaction if not set)
- ID: Unique identifier. Multiple weapons with the same ID cannot be equipped simultaneously
- State / Layer: Animation State to transition to while equipped
Weapon Mode (Dedicated Editing Mode)
The Enter Weapon Mode button switches to a scene with the weapon model alone. You can directly edit the positions and orientations of Muzzle (blue) / Sights (red) / Shell Ejection (yellow) using gizmos.
Magazine
- Ammo: The Ammo asset to use
- Has Magazine: If true, uses magazine loading; if false, directly consumes total Ammo
- Magazine Size: Magazine capacity
- Auto Reload: Automatically reload when unable to fire (also useful for enemy AI)
Muzzle
The position and direction of the gun barrel. Can be intuitively edited in Weapon Mode.
Fire
- Projectiles per Shot: Number of projectiles fired per shot (e.g., shotgun pellets)
- Cartridges per Shot: Number of cartridges consumed per shot
- Mode: Fire mode (Single / Burst / Full Auto / Charge)
- Fire Animation: Gesture played when shooting
- Fire Audio / Empty Audio / Load Start / Load Loop: Sound effects
- Muzzle Effect: Effect Prefab spawned per shot (pooling available)
- Use Force: Recoil force applied to Rigidbody
Projectile
- Shot: Projectile type (Raycast / Kinematic / Rigidbody / Tracer)
- Impact: Material Sound asset for impacts (varies sound and marks by ground texture)
Accuracy
The internal accuracy value is 0 to 1 (1 being the most accurate).
- Max Spread X / Y: Maximum spread angle (degrees) at minimum accuracy
- Spread Bias: 0 = center-biased / 1 = edge-biased
- Accuracy Recover: Accuracy recovery speed
- Motion Accuracy: Maximum accuracy while moving
- Airborne Accuracy: Maximum accuracy while airborne
- Accuracy Kick: Accuracy reduction per shot (e.g., 0.25)
Recoil (Camera Recoil)
- Use Recoil: Enabled for Player only by default
- Camera: Target camera for recoil
- Recoil X / Y: Camera rotation angles per shot
- Recoil Duration: Time to reach recoil
Accuracy is an auto-recovering internal value, while Recoil is an independent camera control mechanism.
Shell (Shell Ejection)
- Position / Rotation: Ejection position and direction (adjust with the yellow gizmo in Weapon Mode)
- Prefab: Shell Prefab (required)
- Use Pooling
- Force / Torque: Ejection force and rotation
The most common setup is placing the Eject Shell Instruction in On Shoot.
Jam (Malfunction)
- Chance: Jam probability (can be a dynamic property for situational changes, e.g., rain, muddy water)
- Animation / Avatar Mask: Repair animation
- Audio: Repair sound
Use the Fix Jam Instruction to repair. Shooting and reloading are blocked during a jam.
Sights
A list of Sight configurations associated with the weapon. Switch by ID, with the Sight asset holding the main information.
- Scope Through (Human IK only): Defines the position/direction/distance for looking through the weapon scope (primarily for FPS)
Reloads
- A list of reload entries. The Weapon evaluates Conditions from top to bottom and executes the first matching Reload asset
- Skip when full: Skip if the magazine is full
- Conditions: Conditions for selecting this entry
Weapon Animations
Additional animations that can be played on the weapon model’s own Animator (e.g., visual changes during a jam). Not typically used.
Instructions (Custom Behavior)
At the bottom of the Weapon asset, you can define the following custom logic:
- On Equip: When equipped
- On Unequip: When unequipped
- Can Shoot: Whether shooting is allowed (useful for cutscene restrictions)
- On Shoot: When a shot is successfully fired (trigger point for Eject Shell / Emit Noise, etc.)
- On Start Reload: When reload starts
- On Finish Reload: When reload finishes
- Can Hit: Per-object filter for hits (prevents friendly fire)
- On Hit: Hit processing (damage, status effect application)
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Fire Modes
Single
One shot per trigger pull. Control the maximum shots per second with Fire Rate.
Burst
Fires up to N consecutive shots per trigger press. Specify Fire Rate and Burst count.
Full Auto
Continuous fire while the trigger is held. Auto Loading options:
- Instant: Immediate maximum rate
- Progressive: Gradually increasing fire rate (minigun barrel spin-up)
- Wait to Load: Firing begins after holding for a set duration (flamethrower preheat)
Charge
Charge-up shot.
- Min / Max Charge Time: Minimum and maximum charge duration
- Auto Release: Automatically fires when fully charged
- Duration: Grace period before auto release
Projectiles (Projectile Types)
Raycast
Straight-line raycast. Fastest, but speed effects are simulated with Line Renderer.
- Layer Mask / Max Distance / Pierces
- Use Line Renderer (bullet trail)
Kinematic Projectile
Self-calculated moving projectile. Collider / Rigidbody are not needed (internally raycasts every frame).
- Prefab / Delay / Force / Gravity / Air Resistance / Wind Influence
- Attraction Force / Attraction Target (homing)
- Layer Mask / Max Distance / Pierces / Timeout
Rigidbody Projectile
Uses Unity physics Rigidbody. Speed is optimized but options are limited.
- Impulse / Impulse Force / Mass / Air Resistance / Wind Influence
- Attraction Force / Attraction Target / Max Distance / Timeout
Tracer Target
A homing projectile that always hits the target. Creates a path using Bezier curves.
- Prefab / Delay / Speed / Target
- Deviation X / Y: Initial trajectory deviation (missile arcing)
Sights (Aiming)
How to Create
Create > Game Creator > Shooter > Sight.
Main Settings
- Can Shoot: Whether shooting is allowed in this sight state
- Priority: Which sight IK prioritizes when multiple weapons are equipped
- Smooth Time: Aim tracking delay
- State: Animation State to enter on sight switch
Instructions
- On Enter / On Exit: Sight switch events. Combine with
Change Field of Viewfor the classic FOV zoom effect
Aiming Modes
- Camera Center at Distance: Point at camera forward + specified distance. Works for both first and third person
- Camera Center with Raycast: Hit point from camera forward raycast. Highest accuracy
- Character Target: Specific GameObject (lock-on)
- Pointer on Plane: Projection onto an abstract plane (for top-down / side-scrollers)
Trajectory
Draws a trajectory line. Useful for archery and snipers, but has a performance cost as it raycasts every frame.
Crosshair
Assign a Crosshair asset to display a reticle on screen. Can be shared across different Weapons.
Laser
A line renderer from the muzzle in a straight line. Spawns a Dot Prefab at the collision point. Useful for enemy aim visualization and diegetic UI.
Animations
Toggle settings for whether FK/IK is used during each action:
- Reloading / Shooting / Fixing uses FK: Whether to use FK during each action
- Reloading / Shooting / Fixing uses IK: Same for IK
Recommended OFF by default. When actions and IK conflict (e.g., reaching for a pouch), OFF feels more natural.
Biomechanics (Body Structure)
Select from the Sight’s Biomechanics dropdown.
None
No bone rotation. For turrets or other cases where a separate script controls orientation. Best performance.
Human FK
Forward kinematics distributes rotation from hip to hand. Standard for humanoid characters.
- Optics: The bone used as the line-of-sight reference
- Recoil: Per-shot recoil (distributed across bones)
- Free Hand: Fixes the free hand to the weapon’s handle, etc. (IK)
- Bones Pitch / Yaw / Lean: Rotation distribution and max angle per axis
Human IK
Inverse kinematics for precise alignment with iron sights. Best for FPS iron sight / reflex sight setups.
- Recoil / Free Hand / Bones Pitch / Yaw / Lean same as FK
- Sway: Weapon inertia delay (Weight controls magnitude, Sway controls recovery speed)
- Pull on Obstruction: Pulls the weapon closer when about to clip through a wall (has performance cost)
Ammo / Reload / Jam / Shell
Ammo Asset
Create via Create > Game Creator > Shooter > Ammo.
- Infinite: Makes ammo unlimited
- Value: Ammo source. Default is the weapon’s internal Munition value, but can be swapped to an Inventory Item or Stats Stat (e.g., mana)
Reload Asset
Create via Create > Game Creator > Shooter > Reload.
- Animation: Main reload animation
- Reload Mode (editing interface):
- Magazine Track (yellow): Magazine creation → movement from hand to weapon
- Quick-Reload Track (green): Window where
Try Quick Reloadcan trigger - Instructions Track: Instruction execution at any point
- Speed: Reload speed (dynamic)
- Discard Magazine Ammo: Discards remaining ammo on reload
Quick Reload
When the Try Quick Reload Instruction fires during the Quick-Reload Track, the reload animation is shortened. Firing outside the window results in a failure.
Shell
Configure Prefab / Force / Torque / Pooling in the Weapon’s Shell section, then eject with the Eject Shell Instruction.
Wind (Wind Effects)
- Global Direction + Magnitude
- Affects trajectories through Kinematic / Rigidbody projectile Wind Influence
Change Wind(direction and magnitude simultaneously) /Change Wind Direction(direction only) /Change Wind Magnitude(magnitude only)On Wind ChangeTrigger to monitor changes
User Interface
Ammo UI
Displays weapon ammunition. Can be swapped via Instructions.
Reload UI
Displays reload progress and Quick-Reload timing.
Crosshair UI
- Reticle: Position-based UI element
- Direction: None / Away from Player / Away from Screen Center
- Accuracy Fill: Set value pairs for minimum and maximum accuracy
Scopes (Holographic Sight Shader)
A dedicated shader can render holographic sights (Shader Graph source included).
Usage (Workflow)
Equipping
- Attach the weapon model to the hand with
Attach Prop - Equip immediately after with
Equip Shooter Weapon
Shooting
- Start firing with
Pull Fire Trigger(bind to TriggerOn Button Press) - Release with
Release Fire Trigger(On Button Release) - When multiple weapons are equipped, explicitly specify the Weapon
Reloading
- Manually reload with
Reload Weapon - For auto-reload, turn ON Auto Reload in the Weapon settings
Jam Handling
- If the Weapon’s Jam Chance > 0, jams occur at runtime
- Repair with
Fix JamInstruction - Both reloading and shooting are blocked during a jam
Lean (Left/Right Tilt)
Use the Character Lean Instruction to tilt the spine. With a First Person Camera Shot, the camera automatically follows the lean.
Visual Scripting Reference
Instructions (17)
Shooter > Ammo (2)
| Instruction | Function | Main Parameters |
|---|---|---|
| Change Magazine | Changes the weapon’s magazine value | Character / Weapon / Magazine |
| Change Munition | Changes the weapon’s total ammo value | Character / Weapon / Munition |
Shooter > Equip (2)
| Instruction | Function | Main Parameters |
|---|---|---|
| Equip Shooter Weapon | Equips a weapon | Character / Weapon |
| Unequip Shooter Weapon | Unequips a weapon | Character / Weapon |
Shooter > Jam (2)
| Instruction | Function | Main Parameters |
|---|---|---|
| Fix Jam | Repairs a jam | Character / Weapon |
| Jam | Forces a jam state | Character / Weapon |
Shooter > Reload (3)
| Instruction | Function | Main Parameters |
|---|---|---|
| Reload Weapon | Executes a reload | Character / Weapon |
| Try Quick Reload | Attempts a Quick Reload | Character / Weapon |
| Eject Shell | Ejects a shell casing | Character / Weapon |
Shooter > Shooting (2)
| Instruction | Function | Main Parameters |
|---|---|---|
| Pull Fire Trigger | Pulls the trigger | Character / Weapon |
| Release Fire Trigger | Releases the trigger | Character / Weapon |
Shooter > Sights (3)
| Instruction | Function | Main Parameters |
|---|---|---|
| Character Lean | Tilts the character left/right | Character / Angle / Speed |
| Set Default Sight | Reverts to the default sight | Character / Weapon |
| Set Sight ID | Switches to a specified Sight | Character / Weapon / Sight ID |
Shooter > Wind (3)
| Instruction | Function | Main Parameters |
|---|---|---|
| Change Wind | Changes wind direction and magnitude simultaneously | Direction / Force |
| Change Wind Direction | Direction only | Direction |
| Change Wind Magnitude | Magnitude only | Force |
Conditions (5)
| Condition | Check | Main Parameters |
|---|---|---|
| Has Equipped Shooter | Whether the specified Weapon is equipped | Character / Weapon |
| Is Jammed | Whether the specified weapon is jammed | Character / Weapon |
| Is Pulling Trigger | Whether the trigger is currently being pulled | Character / Weapon |
| Has Sight ID | Whether the specified Sight is available | Character / Weapon |
| Is Sight ID | Whether currently in that Sight state | Character / Weapon |
Events (4)
| Event | Trigger Timing |
|---|---|
| On Equip Weapon | Shooter Weapon is equipped |
| On Unequip Weapon | Shooter Weapon is unequipped |
| On Shoot Hit | A bullet hits this collider |
| On Wind Change | Wind direction/magnitude changes |
Practical Usage — Configuration Guide by Use Case
Assault Rifle
- Create a Weapon. Mode = Full Auto, high Fire Rate, medium Accuracy Kick
- Projectile = Raycast, Max Distance 100m
- Sight: Camera Center at Distance, Human FK
- Use Pull/Release Fire Trigger for shooting, Reload Weapon for reloading
Sniper Rifle
- Projectile = Kinematic, high Force, Wind Influence 1.0, low Air Resistance
- Sight: Camera Center with Raycast, Human IK, Scope Through ON
- Holoscope shader + Crosshair for view switching (On Enter triggers
Change Field of View) - Trajectory ON for trajectory visualization
Shotgun
- Projectiles per Shot = 8, large Max Spread X/Y
- Cartridges per Shot = 1, Magazine Size = 6
- Reload = Value (one shell at a time) + State for “shell insertion” pose
- Eject Shell in On Shoot
Bow & Arrow (Charge Shot)
- Mode = Charge, Min Charge 0.5s, Max Charge 2.0s, Auto Release = true
- Load Start: Bowstring pull sound
- Projectile = Kinematic, Gravity applied, medium Air Resistance
- Trajectory ON
Flamethrower
- Mode = Full Auto, Auto Loading = Wait to Load (2-second preheat)
- Load Start: Gas release SFX, Load Loop: Combustion SFX
- Projectile = Kinematic, medium Force, Timeout 0.3s for auto-dissipation
- Muzzle Effect with particle Prefab, Pooling ON
Minigun
- Mode = Full Auto, Auto Loading = Progressive, Auto Load Duration = 1.5s
- Load Loop (barrel spin sound) pitch varies from Min to Max
- High Fire Rate, low Accuracy Kick (sustained fire is the selling point)
Homing Missile
- Projectile = Tracer Target
- Target references the enemy from the previous frame (via Blackboard, etc.)
- Set Deviation Y high for an arcing path before impact
Friendly Fire Prevention
Set the Weapon’s Can Hit condition: return false if Target’s tag is not “enemy”.
Corner Peeking
Configure Triggers so Character Lean applies +20 degrees while held and returns to 0 degrees on release.
Inventory-Linked Ammunition
Swap the Ammo asset’s Value to an Inventory Item, wiring it to consume bullets from a Bag.
Tips and Notes
- Weapon IDs must be unique: The same ID cannot be equipped simultaneously. When splitting a bow and arrow into separate Weapons, plan your ID design first
- Don’t attach Collider/Rigidbody to Kinematic Projectiles: They conflict with the internal raycast
- Sight Priority: When weapons are in both hands, IK conflicts can occur. Set the primary weapon to high Priority
- Scope Through is Human IK only: Tends to look unnatural outside FPS. Human FK is recommended for third-person views
- Recoil vs. Accuracy: Recoil is visual (camera rotation), Accuracy is hit detection. Adjusting both simultaneously can feel excessive — establish one axis first, then fine-tune
- Jam Chance supports dynamic properties: Great for gameplay elements like increased jam rate in rain or mud
- Reload assets branch by condition: Naturally switch between different animations for “has remaining ammo” vs. “empty”
- Don’t make the Quick Reload Track too short: Players can’t learn the timing. Start around 0.3-0.6s
- Wind affects trajectories: For sniper missions, keep a light constant wind for atmosphere
- Trajectory and Pull on Obstruction have high performance costs: Consider making them toggleable options on resource-limited devices
- Fire Audio vs. Load Loop: Single-shot weapons use Fire only, automatic weapons use Load Loop. Avoid configurations that play both simultaneously
- Aim mode selection: Pointer on Plane for top-down, Camera Center With Raycast for FPS, Camera Center at Distance for TPS — lightweight and reliable
Related Modules
- Characters: Full integration with Reaction / Hit Reaction / Lean / Busy
- Stats: Integrate damage calculations, stealth values, jam rates, etc. with Formulas and Stats
- Inventory: Link Equip Item for weapon equipping. Use Items as ammo source
- Perception: Emit Noise on Shoot, turn Muzzle Flash into Evidence
- Behavior / Utility AI: Manage enemy shooting behavior with Processors
- Cameras: Direct integration with FOV switching, Recoil, and Shake
Level Up! The Guide to Great Video Game DesignView on Amazon →
Introduction to Game Design, Prototyping, and DevelopmentView on Amazon →
Official Links
- Game Creator 2 Official Documentation
- Game Creator 2 — Unity Asset Store
- Shooter 2 | Game Creator 2 — Unity Asset Store
Summary
In this article, we covered the “Shooter” module of Game Creator 2.
The combination of 4 fire modes (Single / Burst / Full Auto / Charge) and 4 projectile types (Raycast / Kinematic / Rigidbody / Tracer) enables a wide range of ranged weapons — from assault rifles, sniper rifles, and shotguns to bows & arrows, flamethrowers, and homing missiles.
Biomechanics (None / Human FK / Human IK) provides animation control, while Accuracy, Recoil, Jam, and Wind deliver a realistic shooting feel. Quick Reload adds an action element. The design accommodates everything from simple casual shooters to realistic FPS games.
Visual Scripting provides 17 Instructions, 5 Conditions, and 4 Events.
We hope you’ll check out our other articles as well.
📚 Series: Game Creator 2 Complete Guide (14/16)