Axiom is an FPS framework for Unity. The player controller, weapons, recoil, inventory, abilities, status effects, and HUD systems are already built and wired together. You deal with the art and game design, and Axiom handles the systems underneath.
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---- FEATURES AND BASIC ASSET DESCRIPTION----
Player Controller
Built on a Rigidbody with a PID hover, so movement feels physical and handles anything from stairs and slopes, to small bumps and weird changes in geometry. Includes air strafing, wallrun, wall climb, mantle, ledge hang, ladders, three swim modes, sliding, and crouching. Stamina, multi-jump, coyote time, and jump buffering are all included. Three entire movement presets (Movement Shooter, Old-School, and Realistic, all with interchangable settings through scriptable objects) ship with the package so you can compare feels side by side.
Weapon System
Up to nine weapon slots, five possible fire types per weapon (automatic, burst, single, charge, press and release), independent primary and secondary channels, hitscan with falloff, pierce, and bouncing, physics projectiles, and radial explosions with line of sight checks. Ammo supports four modes including a physical magazine model where you reload individual rounds into stacked magazines, a 'loose' type where ammo is stored directly under the gun itself, and more.
Recoil
Three pluggable motion solvers (spring, lerp, curve) plus scripted spray patterns. Each weapon channel can use a different solver. You can author profiles by physics values (stiffness, damping, mass) or designer values (settle time, damping ratio). Also, an editor tool for displaying, testing, and working with recoil, with real-time playback.
Inventory
Grid-based inventory with multi-cell items, rotation, stacking, splitting, nested container items, and per-grid weight. Single-cell grids act as equipment slots. Dragging a weapon into an equipment slot equips it. Right-click context menus are extensible. Gamepad navigation is included. It can also easily be adjusted for a more traditional 'one item per slot' feel.
Abilities
Three ability slots that reuse the weapon fire-type model. Dash and grappling hook examples are included. You can add your own by subclassing AbilityBase.
Combat
Health with overheal, ten typed damage channels, with the ability to add per-type resistances, and a status effect engine that supports build-up, stacking, and chaining. Teams and friendly fire are configurable through presets.
Camera, HUD, and Input
Camera composes headbob, hit-bob, dual FOV, tilt, slide roll, and recoil into one chain you can tune layer by layer. HUD ships in two flavors, UGUI and UI Toolkit, behind a single interface, so you can use either or both. Input is event-driven on the new Input System with full rebinding for keyboard, mouse, and gamepad. Settings persist to disk.
How customizable is it?
Almost every setting lives in a ScriptableObject preset. Movement, camera, recoil, crosshair, hitmarker, team, item, and ability presets can be swapped at runtime, which means you can build a sprint feel, a slow walk feel, and a heavy armor feel without duplicating prefabs or writing code. Subsystems you might want to replace are exposed through interfaces. Weapon Fire behaviors and abilities use abstract bases you can subclass.
Inspectors are organized with NaughtyAttributes so fields only show when they apply. The codebase is namespaced under AFPS and uses cached delegates, allocation-free hot paths, and early-out guards where it matters.
What genre is it suitable for?
Best fit:
Not the best fit:
What is not included
No art, no weapon models, no animations, etc. beyond the demo. This is a code framework primarly. Axiom is the backbone, not the finished product.