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TopDown_Mechanics

A Unity 6 third-person/first-person hybrid shooter inspired by the perspective-shifting gameplay of Rainbow Six Vegas

Gameplay Preview


Concept

Most shooting games pick a lane you're either top-down/first-person or third person. This Project is a mix of top down and first person.

Movement, traversal, and melee happen in a top-down third-person view. The moment you raise a gun to aim, the camera smoothly blends into first-person putting you directly behind the sights. Release aim, and you're pulled back out into the tactical overview.

The result is a game that feels strategic and spatial when moving, and tense and grounded when shooting.


Showcase

Perspective Switch

Perspective Switch

Raycast Shooting & Line Trace

Shooting

Top-Down Movement

Movement


Systems

Perspective System

Cinemachine-driven blend between two camera rigs top-down third-person for movement, first-person for aiming. Managed by a central CameraManager with smooth lerp transition.

Player Movement

Rigidbody-based movement with smooth acceleration and deceleration. Character rotates to face the mouse cursor in top-down mode. Speed automatically reduces when entering FPS aim mode.

Weapon System

Raycast-based shooting with semi-auto and full-auto fire mode toggle. Includes procedural Aim Down Sights (ADS) via weapon mesh lerp, muzzle-origin line trace visualization, and per-shot recoil with recovery curve.


Controls

Action Keyboard Controller
Move WASD Left Stick
Sprint Left Shift Button South (A)
Aim (FPS Mode) Right Mouse Button Left Trigger
Fire Left Mouse Button Right Trigger
Toggle Fire Mode B D-Pad Up

Tech Stack

Tool Version
Unity 6000.3.10f1 LTS
Render Pipeline Universal Render Pipeline (URP)
Camera System Cinemachine
Input Unity New Input System
Language C#

Project Structure

Assets/
├── Scripts/
│   ├── Player/
│   │   └── PlayerController.cs
│   ├── Managers/
│   │   └── CameraManager.cs
│   └── Weapons/
│       └── WeaponHandler.cs
├── Inputs/
│   └── PlayerInputActions.inputactions
└── Scenes/
    └── ...

Roadmap

  • PlayerController — movement, sprint, cursor rotation
  • CameraManager — top-down to FPS perspective blend
  • WeaponHandler — raycast shooting, ADS, line trace, fire mode toggle
  • AnimatorController — walk, aim, shoot, hurt, death states
  • DashAbility — directional dash with i-frames
  • DodgeRoll — roll with AnimationCurve feel
  • KnockbackHandler — external force receiver
  • HealthComponent — damage, death, hit reactions
  • Enemy AI — behavior tree driven

Author

Jake Fernandez@JakeeUp
M.F.A. Game Programming — University of the Incarnate Word

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