Vehicle Weapon Shooter

This component delivers a way to shoot weapons attached to a vehicle eg. Tanks.

Weapons do not need animations as I have included a system that can simulate the

mechanics of the weapons.

If first person perspective will be available, Camera Pivot CANNOT BE EMPTY in the

seat that uses this weapon.

The main settings all replicate ucc shootable weapon settings combined with all of

the extra settings required (like found in usable item, third and first person properties

components on a UCC setup character weapon).

Grenades can also be launched. Just add as per projectile.

NOTE: Vehicle Weapon Shooters that fire grenades should have the “Minor Item

Setup” or no item and pickup at all. If using character item setups with

ShootableWeapon components, then the grenade should not be used and a warning

will prompt you to remove them upon equipping the item.

Objects To Rotate

Please ensure all origins are correctly aligned in your models, else make an empty

gameobject that will act as a pivot, I have included a demonstration of this on the

tank. Also, if using two or more weapons that will rotate, and they are parent child

setups, then only setup the Objects To Rotate on the parent.

Each Object To Rotate has some settings as follows.

Object To Rotate

The object that will be rotated towards the player look direction.

Input Axis

Which input should drive the object rotation when in first person view.

Axis To Rotate Around

Which axis should the object rotate around when in first person view.

Limit Min Max Angle

Limit the rotation here.


This affects the speed of rotation.

VehicleWeaponShooter Extra Settings


You can create items to “pickup” when player enters the seat that makes use of this

vehicle weapon shooter. Currently this allows you to have UI crosshairs and Icons

very easily, much the same as any item is setup. This can also be further extended to

add ammo count etc to vehicles and have them reloadable by option “See Item

Setup for use with Vehicle Weapon Shooters on the following page”.

The Pickups should be a child of the BoardSource and the Pickup GameObject

should be disabled.

In the demo these items are designed as runtime pickups and items have been

assigned as runtime pickup prefabs in the character Inventory component. Items can

also be created on the character if you prefer that method.

Slot ID

Is which slot the item should equip to

Fire Force

How much force to apply to the object that is firing (if it has a rigidbody). Perfect for a

Tank Blast!

Add Object Velocity To Projectile

Should the BoardSource rigidbody velocity be added to the projectile?

Use First Person Layers

Should the renderers attached to the weapon be changed to Overlay when in First

Person perspective?


Attributes are not an extra compared to Shootable Weapon except the Attribute

Monitor field but deserve a little explanation.

Atrributes can be used for item or character. If for item, then ensure you add the

Attribute Monitor it will use to the Vehicle Weapon Shooter Animator Monitor field

under the “Attributes” foldout. The Demo scene has an example use case for

“overheating” weapons.

Use Attribute will not display in the editor unless an Attribute Manager component is

attached to the Vehicle Weapon Shooter GameObject.

Projectile Safety Distance

When the projectile is spawned, if it will collide with the firing weapons BoardSource

then it will be moved this far forward.

NOTE: Has no effect on Major Item Setups.

Projectile Safety Radius

The cast radius for collsion checks between the BoardSouce and the projectile that

will be fired.

NOTE: Has no effect on Major Item Setups.

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Updated on August 14, 2023