Flexible Recoil System View on Asset Store (opens in new tab)

Package details

Latest version
1.0.0
Last updated
First released
Unity version
6000.3.11 or later
Package size
1.4 MB
Files
154
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Flexible Recoil System

by Arda Kozan (opens in new tab)

2 ratings, too few to average

Flexible Recoil System is a Unity recoil toolkit for creating editor-based recoil presets and pattern paths, then integrating them into your own FPS/TPS camera and input setup with minimal coupling.

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Last 6 months

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Price history for Flexible Recoil System, 6 months Current Free; lowest Free; highest Free in this period. $0 Jul Aug Sep Oct Nov

Asset preview

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Flexible Recoil System screenshot 1

Flexible Recoil System screenshot 1

About this asset

Flexible Recoil System helps you build, tune, and integrate weapon recoil quickly without locking your project to a specific player controller architecture.

Use the built-in editor window to:

  • Create and manage recoil presets
  • Draw recoil patterns on a grid
  • Configure RPM, recoil scale, random strength ranges, interpolation curves, and decay behavior

At runtime, the system is integration-friendly through two contracts:

  • IRecoilInputSource for fire/reset/preset events
  • IRecoilViewDriver for applying recoil to your camera/look system

This lets you keep your existing movement/camera code and connect recoil through a clean abstraction layer.

The package includes:

  • A complete sample scene (FRS_SampleScene)
  • Modular sample gun controllers and gameplay examples (preset switch, gun switch, training zone, target dummies)
  • Debug helpers to visualize recoil distribution
  • Documentation for both users and developers

Supported render pipelines:

  • Built-in RP
  • URP
  • HDRP

Tested on:

  • Unity 6000.3.11f1 (Unity 6 LTS)
  • Unity 2022.3.62f3 LTS

From the publisher's Asset Store listing.

Technical details

  • Editor tools: Recoil Settings panel for RPM, scale, random ranges, curves, and decay
    Pattern Editor for recoil path authoring and preset management (create/rename/duplicate/delete)
  • Runtime architecture: RecoilManager orchestrates preset selection, firing cadence, and mode behavior
    RecoilSystem applies recoil/decay timelines
    SaveLoadManager<T> handles JSON settings IO
  • Integration contracts: IRecoilInputSource (fire/reset/preset switch events)
    IRecoilViewDriver (look input bridge + recoil application)
  • Recoil modes: Pattern mode (Use Pattern = true) with deterministic step progression
    Random mode (Use Pattern = false) with configurable min/max strength ranges
  • Included sample content: Assets/FlexibleRecoilSystem/Sample/FRS_SampleScene.unity with modular gun controllers, preset switching, training zone interactions, target dummies, and debug overlays.
  • SRP compatibility support: Sample material shader auto-fix tool for Built-in/URP/HDRP
    Menu: Tools > Flexible Recoil System > Fix Sample Material Shaders
  • Dependencies: No Asset Store package dependencies required for core usage.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.11f1 Compatible Compatible Compatible

Compatible with Built-in RP, URP, and HDRP.

Core recoil runtime is pipeline-agnostic. Sample materials are auto-adjusted for the active render pipeline via Tools > Flexible Recoil System > Fix Sample Material Shaders.

Tested on Unity 6000.3.11f1 (Unity 6 LTS) and 2022.3.62f3 LTS.

As listed on the Asset Store.