Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $9.99. The latest store price is $9.99, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $9.99 | Latest store price | |
| $9.99 | Unity First Price 2026-10-14 2026-10-14 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Networked JU TPS
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Development Tools & Automation
- Art & Visuals > UI & GUI
JUTPS ships a complete single-player TPS — character controller, weapons, vehicles, AI, damage, inventory. None of it is network-aware. Rebuilding it on Fusion by hand means adding NetworkBehaviours, moving movement and shooting into the tick loop, replicating animation state, assigning state authority to the right client, and pooling every spawned bullet and item. That is weeks of work, and the failure modes are subtle.
This package does that conversion through an editor window. Drop a character, vehicle, or AI into a slot, press one button, and you get a networked prefab with authority, replicated animation, and synced spawnables already wired. A separate one-click pass converts an entire scene. A ready-made menu, lobby, and session flow lets you host and join immediately, and demo scenes show everything configured.
WHAT YOU GET
- One-button conversion for characters, vehicles, and AI
- Whole-scene conversion in a single pass
- Networked animation, ownership, and spawnable pooling handled for you
- Working menu, lobby, and session flow to test with straight away
- Demo scenes with everything already set up
HOW CUSTOMIZABLE IS IT?
The package converts your content — it does not replace it. Your characters, weapons, vehicles, and AI keep their own models, animations, stats, and tuning; conversion adds the networking layer on top and leaves the JUTPS logic and inspector values intact. The demo scenes are reference examples, not a template you have to build inside.
Extending it is part of the normal workflow. Design a new weapon, projectile, or pickup, network it through the same window, and add it to the spawnable list — the documentation walks through this. The menu and lobby scenes are plain Unity scenes and prefabs, so you can restyle or replace the UI freely. All source is included; nothing is locked behind a DLL.
WHAT GENRE DOES IT SUIT?
It is built for JUTPS, so it fits what JUTPS fits: third-person shooters. Within that, it works for deathmatch and team shooters, co-op PvE and horde modes, extraction and survival shooters, and vehicle-combat games — anything where players share a session and need movement, shooting, animation, and spawned objects to stay in sync. Because vehicles and AI are converted too, mixed on-foot-and-driving gameplay is covered rather than being a separate problem.
It is not a general-purpose networking framework. If your project does not use JUTPS, this package has nothing to convert.
BEFORE YOU BUY
The initial import needs some comfort with code: you widen a set of JUTPS field modifiers to public and make four small edits to the original scripts. Every step is documented with screenshots, and it is a one-time setup — after that, everything runs through the editor window with no further coding.
Requires JUTPS and Photon Fusion. Packages are versioned to match (for example Networked JUTPS 3.3.9-2.0.12); pick the one matching your JUTPS and Fusion versions.