Create dynamic, tactical third-person shooters in Unity — with smart AI, built-in weapons, and modular integration.
FS Shooter System v1.2 (09 Dec 2025) (Latest version)
FS Shooter System v1.2 (05 Nov 2025)
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Description
Create dynamic, tactical third-person shooters in Unity — with smart AI, built-in weapons, and modular integration. This system provides everything you need to build responsive ranged combat, from cover-based firefights to authored enemy encounters. Whether you’re making a full-scale third-person shooter or an FPS, this system gives you the tools to bring it to life.
Key Features
6 Built-in Weapons – Pistol, Rifle, Sniper, Bazooka, Arrow, and Grenade — ready to use out of the box. Easily create custom weapons with your own stats without writing any code.
Tactical Cover System – Both the player and AI can take cover behind obstacles, peek out, and fire tactically.
Advanced Enemy AI – Enemies make strategic decisions — searching for optimal cover based on line of sight, distance, and angle of attack.
Flanking System – If the player stays in cover for too long, AI units will flank from alternate positions, forcing players to remain mobile.
Authored Enemy Behaviors -Design cinematic or challenging encounters by assigning specific behaviors and actions to AI in different zones or moments.
Modular Integration with other FS Systems – Seamlessly works with other FS Systems like Melee Combat System, Parkour and Climbing System, Inventory System, etc.
This asset uses royalty-free sound effects from Pixabay and fonts licensed under the SIL Open Font License (OFL) 1.1. See the Third-Party Notices.txt file in the package for details.
Technical details
6 Built-in Weapons – Pistol, Rifle, Sniper, Bazooka, Arrow, and Grenade — ready to use out of the box. Easily create custom weapons with your own stats without writing any code.
Tactical Cover System – Both the player and AI can take cover behind obstacles, peek out, and fire tactically.
Advanced Enemy AI – Enemies make strategic decisions — searching for optimal cover based on line of sight, distance, and angle of attack.
Flanking System – If the player stays in cover for too long, AI units will flank from alternate positions, forcing players to remain mobile.
Authored Enemy Behaviors -Design cinematic or challenging encounters by assigning specific behaviors and actions to AI in different zones or moments.




