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ReusableWeaponSystem preview
Unity

ReusableWeaponSystem

By NamelessForge

$7.55

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: $7.55. The latest store price is $7.55, matching the lowest recorded price shown here.

Recorded prices for ReusableWeaponSystem 2 price observations from Sep 23, 2026 to Nov 4, 2026. Lowest recorded price $7.55. Exact dates and prices are listed below. $0.00 $3.78 $7.55 Sep 23, 2026: $7.55. Unity First Price 2026-09-23 2026-09-23 Nov 4, 2026: $7.55. Latest store price Sep 23, 2026 Nov 4, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$7.55Latest store price
$7.55Unity First Price 2026-09-23 2026-09-23

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 ReusableWeaponSystem

  • Tools, Systems & Learning > Game Templates & Systems
  • Theme > Military & Combat
Build manual and automatic weapons without coupling combat logic to a specific player controller, input package, targeting system, inventory, or spawning system. Reusable Weapon System provides a readable foundation for players, enemies, turrets, traps, and vehicles. Weapon defaults are stored in ScriptableObject assets, while each equipped weapon receives its own mutable runtime statistics. Upgrades never modify the original assets. FEATURES: One manually controlled weapon per WeaponController, Multiple automatic weapons per AutoWeaponController, Configurable attack events within each automatic cycle, Cooldowns after completed attack cycles, Runtime stat copies based on ScriptableObject defaults, Add, multiply, and override stat modifiers, Manual, automatic, all-weapon, and specific-weapon filtering, Critical chance and critical-damage multipliers, ScriptableObject attack strategies, Included raycast and overlap-sphere attacks, Generic GameObject ownership, Optional automatic-targeting interface, Optional LineRenderer attack visuals, Optional debug drawing disabled by default, Parent-object IDamageable lookup, EditMode and PlayMode tests. FLEXIBLE INTEGRATION: The runtime does not read input directly. Your own input, AI, networking, or command system calls WeaponController.TryAttack(). Automatic targeting is also replaceable. Implement IAutomaticWeaponTargeting or allow automatic weapons to attack using their current forward direction. INCLUDED SAMPLE: The Basic Demo contains: Manual mouse aiming, A manual raycast pistol, An automatically targeted gun, An automatic overlap-sphere saw, Nearest-target selection, Damageable targets, Cycle-based spin visuals. REQUIREMENTS AND LIMITATIONS: Developed and tested with Unity 6000.2.13f1, Uses Unity 3D physics, Runtime code is render-pipeline independent, Included demo materials are configured for URP, Sample mouse input uses Unity's legacy Input API, Does not include production weapon models, inventory, networking, reloading, ammunition, or a complete health system.

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