Game scene is a closed base, we built it with Unity 2019's latest HDRP technology, and the light and shadow atmosphere is divided into day and night.

Robot * 2 (With animation), Protagonist * 1 (With animation), Mechanical BOSS * 1 (With animation), Mechanical spider * 1 (With animation), Mechanical flies * 1 (With animation), Gun model * 3, Science fiction Vehicle * 3, Aircraft* 2

Infinite Shooting Package includes:

UI framework ,AI behavior tree, Event Flow, Multi-platform adaptation, Character controller, Audio control, Internationalization, Data storage ,Built-in weapon system, Strike direction display

With these modules you can create any kind of(TPS, FPS, TopDown) shooting game; of course you can continue to expand thelevels in the template to form your own game.

Event flow (supporting customization), the task system uses a visual blueprint connection, from entering the game's menu to executing the game task you can do by simply making a node connection in the editor. If you don't meet the built-in node Functionality, you can create your own task processor with just a few lines of code to help you achieve your cool game!

In the game, human enemies are constructed with the idea of 'personification behavior'.

The enemy can not only act alone, they can cooperate with each other in battle.

'personification behavior':Monitor & Sneak Module, anthropomorphic animation system based
on motion capture files, human natural behavior simulator, bunker behavior system, etc.

The enemy behavior system built into the template can help you quickly create complex product-level game AI.

Product-level weapon system (supports custom), weapon system includes: numerical custom adjustment, recoil simulator A crosshair system that matches the AIM, a weapon switching system, a shell control system that utilizes the object pool, and the like.

There are 3 kinds ofweapons built into the template. With the weapon system, you can easily adjust the weapon you want.

Built-in air enemy behavior, crawling enemy behavior, large machine BOSS, three standard enemy modules,

they can help you quickly enrich the game.

Air Enemy & Crawling Enemies support clustering based on object pools.

Object pools are already included in the template. You only need to design and produce your game,

and we will solve the performance problem.

The Actor uses TPS controller, and you can easily extend or change it to FPS controller.
Thanks to excellent animation blending and motion capture technology, walking, aiming, shooting, and squat walking are incredibly smooth.
The template's support joystick, mouse and keyboard, and mobile phone touch input.
Input events in the template not only support the desktop platform, but also support the mobile platform.