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Advanced Shooter System | GC2 Shooter Extensions preview
Unity

Advanced Shooter System | GC2 Shooter Extensions

By rezus13

$33

Rated 5.0/5 from 3 ratings on Unity.

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: $16.50. The latest store price is $33.

Recorded prices for Advanced Shooter System | GC2 Shooter Extensions 4 price observations from Jun 20, 2026 to Nov 3, 2026. Lowest recorded price $16.50. Exact dates and prices are listed below. $0.00 $16.50 $33.00 Jun 20, 2026: $29.99. Unity First Price 2026-06-20 2026-06-27 Jul 10, 2026: $33. Unity Permanent Increase 2026-07-10 2026-07-17 Aug 26, 2026: $16.50. Autumn Sale Nov 3, 2026: $33. Latest store price Jun 20, 2026 Nov 3, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$33Latest store price
$16.50Autumn Sale
$33Unity Permanent Increase 2026-07-10 2026-07-17
$29.99Unity First Price 2026-06-20 2026-06-27

Sale and bundle history

The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Advanced Shooter System | GC2 Shooter Extensions

  • Tools, Systems & Learning > Development Tools & Automation
  • Theme > Military & Combat
GC2 Shooter Extensions is an advanced extension module for Game Creator Shooter that adds body-part aware combat systems, advanced weapon mechanics, suppression logic, overheating, durability, and event-driven shooter gameplay workflows for your projects.

Built specifically for Game Creator 2 Core and Shooter, this package extends the default shooter system with hitbox-based combat detection and a large collection of new Triggers, Conditions, Instructions, and runtime gameplay systems.

The extension introduces custom hitbox shot types that allow accurate body-part detection for headshots, armor hits, limb damage, suppression effects, penetration systems, overheating, weapon condition simulation, and more.

Unlike the standard Shooter workflow, this package routes combat through dedicated extension shot types, enabling advanced combat logic while preserving compatibility with the root Character combat system.

Main Features

Advanced Hitbox Combat System
- Humanoid hitbox generation directly from the editor
- Body-part aware shot detection
- Headshots, limb hits, armor hits, and helmet hits
- Root Character combat routing preservation
- Support for humanoid animation-driven hitboxes
- Practical and full detailed hitbox generation modes
- Custom hitbox support for Generic and non-humanoid targets
- Manual hitbox setup workflow for creatures, animals, monsters, vehicles, and custom rigs

Supported Extension Shot Types
- Raycast Hitboxes
- Kinematic Projectile Hitboxes
- Rigidbody Projectile Hitboxes
- Tracer Projectile Hitboxes

Suppression System
- Full Shooter Suppression runtime component
- Near miss and direct hit suppression logic
- Configurable suppression duration and channels
- Suppression radius support
- Suppression triggers and runtime state checks

Weapon Heat & Overheating
- Runtime weapon heat simulation
- Overheat states and cooldown handling
- Heat thresholds and event triggers
- Dynamic heat modification instructions
- Heat ratio and max heat queries

Weapon Durability System
- Weapon condition simulation
- Weapon breaking and repair workflows
- Runtime durability damage
- Condition ratio checks
- Repairable state detection
- Weapon degradation gameplay support

Cover System
- Runtime cover system for High and Low cover
- Cover objects with configurable cover lines, snap distance, cover normal, cover edges, and debug preview
- Player cover controller for entering, exiting, snapping to, and moving along cover
- Per-weapon cover animation states
- High Cover and Low Cover state support
- Left and right cover side detection
- Aiming from cover edges with configurable offsets
- Blind Fire from cover using dedicated left and right blind-fire states
- Blind-fire offsets for weapon, hands, upper body, head, lower body, and visual targets
- Cover shooting safeguards that prevent regular shooting from cover unless blind fire or aiming logic allows it

### Advanced Combat Events

Triggers
- On Headshot
- On Armor Hit
- On Helmet Hit
- On Suppression Started
- On Suppression Ended
- On Reload Started
- On Reload Completed
- On Tactical Reload
- On Dry Fire
- On Weapon Jammed
- On Weapon Overheated
- On Weapon Broken
- On Consecutive Hits
- On Consecutive Misses
- On Critical Roll Succeeded
- On Fire Mode Changed
- On ADS Entered / Exited
- On Hipfire Shot
- On Shot Penetrated
- And many more
- On Enter Cover
- On Exit Cover
- On Cover Type Changed

Conditions
- Ammo state checks
- Reload validation
- ADS state
- Fire mode detection
- Suppression state
- Armor and helmet checks
- Penetration validation
- Ballistic path validation
- Heat and durability thresholds
- Weapon jam state
- Weapon damage state
- Critical hit state
- Cover state checks
- High and Low cover checks
- Nearby cover detection
- Left and right cover side checks
- Blind fire availability checks

Instructions
- Damage modification by body part
- Armor reduction handling
- Recoil and spread tuning
- Critical chance control
- Reload manipulation
- Weapon jamming and malfunction simulation
- Suppression application and removal
- Runtime heat management
- Runtime durability management
- Fire mode switching
- Runtime weapon tuning
- Ammo control
- Weapon repair and breaking
- Variable data transfer utilities
- Enter and exit cover
- Move along cover
- Enable or disable cover
- Apply and refresh cover animation states
- Restore previous cover state
- Rotate player from cover line
- Apply blind fire state

Designed For
- Tactical shooters
- Survival shooters
- Hardcore FPS systems
- Extraction shooters
- RPG shooter mechanics
- Advanced AI combat behavior
- Realistic combat simulation
- Multiplayer-ready combat logic foundations

Important Setup Information
Most hitbox-related systems only work with the included extension shot types.

Standard vendor Shooter shot types do not emit body-part hitbox events, suppression events, or advanced hitbox combat callbacks.

Weapons that should use advanced combat functionality must use one of the included extension shot types:
- Raycast Hitboxes
- Kinematic Projectile Hitboxes
- Rigidbody Projectile Hitboxes
- Tracer Projectile Hitboxes

Reload and dry-fire events can still observe the default Shooter runtime state.
The Cover System requires ShooterCover components on cover objects and a ShooterCoverController on the player or character.

Cover animation states and offsets are configured per weapon through the included `Cover States` asset.

Blind Fire from cover is edge-based and should be triggered through the provided cover conditions and instructions before calling the regular Shooter fire instruction.

Unity price last checked .

Prices and availability may change.