Game Kit Controller
  • Welcome
  • Quick Start
    • 🛣️Roadmap
    • ⭐Getting Started
      • Importing GKC
      • (Optional) Download External Files
    • 🎓Tutorials
      • 🔑Tips, Tricks and Hotkeys
      • Manually Add Axes in the Input Manager
      • Manually Add Tags and Layers
      • Tutorial - Create a New Character
      • Tutorial - Create a New Character with the Manual Creator
      • Tutorial - Create a Generic Character
      • Tutorial - Set the Default Weapons in a New Character
      • Tutorial - Create New Melee Weapon
      • Tutorial: Set Initial Melee Weapons on Player & AI
      • Tutorial - Adjust Weapons Quick Draw Weapon Action
      • Adjusting Player's Upper Body for Weapons
      • Fixing Player Spine Rotation
      • Tutorial - Add Action System By Input
      • Tutorial - Configure Local Multiplayer
      • Configure the Switch Character Companion
      • Configure the Main Mission Manager
      • Configure the Main Scene Manager
      • Using the Save System for Elements State on Scene
      • Tutorial - Configure the Drive System on an External Vehicle Controller
      • Setting up a New Skill System
      • Tutorial - Configuring Melee Weapon Attacks
      • Tutorial - Create Objects to Grab and Carry Physically
      • Tutorial - Create a new Melee Attack
      • Tutorial - Changing Player Movement Animations
    • ⁉️FAQ
  • Major Systems
    • ⚡Main Manager Administrator
    • 🏃‍♂️Traversal Movements
      • Climbing
      • Rail Sliding
      • Wall Running
    • 📥Inventory System
      • Adding a New Inventory Object
      • Create a new Inventory Prefab
      • Check the Use Inventory Object works correctly
      • Use Inventory Objects
      • Create Inventory Icon
      • Assign New Inventory Objects to the Player
    • ⚔️Weapon Systems
      • Dual Wielding Weapons
      • Tutorial - Configuring Melee Weapon Attacks on a Weapon
      • Tutorial - Create New Melee Weapon
      • Tutorial - Adjust the Fire Weapons Main Position
    • 👕Armor/Clothe System
      • Tutorial - Configure Armor-Clothe for New Model
      • Tutorial - Adding A New Piece To An Existing Armor-Cloth Set
    • ⛺Event Trigger System
      • Setting Up the Event Trigger System
    • 👊Action System
      • Action System Component
      • Tutorial - Add Action System By Input
      • Tutorial: Create Objects to Grab & Carry Physically
    • 🏂Abilities & Skills Systems
      • Skill Systems
        • Player Skill System Component
        • Player Skills UI System Component
        • Tutorial - Setting Up a New Skill System
      • Ability Systems
        • Player Abilities System Component
        • Custom Ability Component
        • Activating an Ability by Key Combo
        • Tutorial - How to set Default Abilities
        • Tutorial - Create a Custom Ability
        • Tutorial - Create a new Melee Attack
        • Tutorial - Configuring Melee Weapon Attacks
    • 💬Dialogue System
      • Configure the Main Dialog Manager
    • 🏴‍☠️Faction System
    • 🗺️Map System
      • Map Creator Component
      • Setting Up the Map System
      • Creating a new Map Creator and adding Map Parts
      • Add Name Mesh for the Floor
      • Manage Multiple Floors
      • Duplicate Map Part
      • Delete Map Parts and Floors
      • Change between Floors with Triggers
      • Add Triggers for Hidden Map Parts
      • Enable and Disable Certain Parts of the Map
      • Show a Hidden Map Part With Another Color Until Visible
      • Use Map Object Information
      • Configure Map object information Icons
      • Configure Map Pickup to Unlock Map Parts or Floors
      • Map Object Information Linked to a Map Part
      • Render Terrain in the Map Window
      • Assign the Created Floors to the Map System
    • ❗Objective System
      • Main Objective Manager
      • Configure a Mission to Start in one Scene and Finish in Another
      • Configure a Mission to Eliminate Multiple Targets
    • 🚥Player Control Mode
      • Weapons
      • Powers
    • 🌪️Combination System
      • Rifle Sword Example
      • Combat
    • ⌛Time Manipulation
      • Bullet Time (Max Payne Style)
      • Slow Motion (Matrix Style)
    • 🖥️HUD System
    • 🔨Toolbar System
    • 💾Save System
      • Save System for Elements State on Scene
    • 🏳️Localization/Language System
  • Top Level Components
    • 🎮Player and Game Management
      • 🖼️Tag Layer System
      • ⌨️Input Manager
        • First Steps and Basic Use
        • Add a New Touch Button
        • Check and Filter Input Actions
        • Configure Input on Vehicles
        • Configure Input Rebind Menu Panel and Actions
        • Add an Action to a New Script
        • Remove an Axe
        • Disable an Axe
        • Save/Load Currently Configured Axes
        • Manage Axes Save File
        • Touch Controller
        • Diable Touch Buttons on Start
        • Delete Disabled Touch Buttons
        • Assign a Touch Button to an Action
        • Scale Touch Button in the Inspector
        • Touch Joysticks
      • ☕Main Manager Adminstrator
      • 🖱️Mouse Cursor Controller
      • 🎲Game Manager
      • 🚶Player Characters Manager
      • Simple FPS Counter
      • Place Object in Camera Editor Position System
      • Set Game Object Active State
      • Set Initial Position At Game Start
  • Character Level Components
    • 🕺Character
      • Features Manager
      • Menu Pause
      • Build Player
      • Ragdoll Builder
      • Powers List Manager
      • Player HUD Manager
      • Map System Component
      • Show Game Info Hud
      • Save Game System
      • Camera Capture System
      • Weapon List Manager
      • Player Screen Objectives System
      • Console Mode
      • Player Health Bar Management System
      • Player Pickup Icon Manager
      • Player Damage On Screen Info System
      • Time Bullet
      • Player Tutorial System
      • Player Options Editor System
      • Vendor UI System
      • Dialog System
      • Objective Log System
      • Objective Station UI System
      • Travel Station UI System
      • Inventory Bank UI System
  • Player Controller Components
    • 🕹️Player Controller
      • Player Controller Component
      • Gravity System
      • Other Powers
      • Grab Objects
      • Health
      • Using Devices System
      • Close Combat System
      • Ragdoll Activator
      • Foot Step Manager
      • Pickups Screen Info
      • IK System
      • Player Weapons Manager
      • Inventory Manager
      • Damage Screen System and Damage In Screen
      • Friend List Manager
      • Upper Body Rotation System
      • Player States Manager
      • Head Track
      • Character Faction Manager
      • Player Input Manager
      • Player Navmesh System
      • Map Object Information
      • Hands On Surface IK System and IK Foot System
      • Climb Ledge System
      • Remote Event System Component
        • Setting Up a Remove Event
    • 📹Player Camera
      • Player Camera Component
      • Player Culling System
      • Set Transparent Surfaces
    • 💯Essential Components
      • AI Behaviors
      • Damage Hit Reactions System
      • Dash System
      • Inventory Camera Position and Map Elements
      • Experience-Level-Stat Systems
        • Player Experience System Component
        • Player Stats System Component
        • Player Skill System Component
          • Tutorial - Setting up a New Skill System
        • Player Skills UI System Component
      • Inventory Categories List Manager
      • Melee Combat System
      • Inventory Menu Panels System
      • Inventory Quick Access Slots
      • Inventory Weight Manager
      • Inventory Armor-Cloth Customization System
      • Player Abilities System Component
      • Player Action System Component
      • Player Info Panel On Screen System
      • Player Input Panels
      • Player State System
      • Match Player To Target System
      • Slow Down Time On Perfect Dodge
      • Save Info Elements List
      • Custom Character Controller Manager
      • Player Navmesh System
      • Elements On Scene System
    • 💼Non Essential Components
      • Ability Activated By Key Combination (R G)
      • Bullet Time Firing System (Max Payne Style)
      • Climb Ledge System
      • Currency System
      • Condition System
      • Console Log On Screen
      • Flashlight
      • Hands On Surface IK System
      • IK Foot System
      • Magic System
      • Laser Dot On Screen Manager
      • Oxygen System
      • Simple Sniper Sight Manager
      • Roll On Landing System
      • Photo Mode System
      • External Controller Behaviors
      • Gravity Wall Run Ability
      • Check If Carrying Weapons To Set Close Combat
    • 📲Elements Used By Other Components
      • Body Mount Points System
      • Damage On Screen Info System
      • Damage In Screen
      • Double Check To Disable Fire Damage On Roll
      • Free Fall Activator
      • Fire Damage
      • Ladder System
      • Inventory Camera Position
      • Map Elements
      • Projectiles On Body Manager
      • Pickups Info On Screen System
      • Player Idle System States
      • Remote Player Navmesh Override
      • Scanner System
      • Sprite Animator System
      • Shield System
      • Stamina System
      • Temporal Parent For Weapons
      • Throw Grenade From Inventory
      • Transform to Follow
      • Touch Screen Pinch System
      • Weapons Attachment UI Manager
      • Vehicles Mode Control
      • Show Values On Screen System
      • AI Mount Manager
      • Game Language Selector
      • Possession Override Objects System
      • Slider Info System
      • Actitvate Action On Characters On Scene
      • Graphic Quality Settings System
  • Additional Managers
    • 🧞‍♂️Prefabs Manager
      • Main Settings
      • Prefab Type List
      • Prefabs To Place On Scene List
      • Prefabs Searcher Options
    • 💰Main Inventory Manager (Inventory, Bank and Vendor)
      • Inventory List Manager
    • 🕳️Decal Manager
    • 🛻Pickup Manager
    • 👈Screen Objectives Manager
    • ❤️Health Bar Manager
    • 🤝External Shake List Manager
    • 🏴‍☠️Faction System Manager
    • 🎵Songs Manager
    • 🥏Noise Mesh Manager
    • 👻Set Transparent Surfaces Manager
    • 👿Damage On Screen Info Manager
    • ‼️Main Objective Manager
    • 💬Main Dialog Manager
      • Configure the Main Dialog Manager
    • 🔕Disable Objects On Distance System
    • 🎡Elements On Scene Manager
  • 🤖A.I System
    • AI Settings
    • AI Target Detection and Management
    • AI Attack Mode
    • AI Navigation
    • AI Patrol State
      • Tutorial - Configure Random Walk Movement on Attack Mode and Target Spotted on A.I
    • AI Melee System
    • AI Close Combat System
    • AI Abilities
  • Integrations
    • ➕Current Integrations
      • Emerald AI
      • Universal AI
      • Animal Controller
      • SoulLink Spawner
      • Easy Build System (EBS)
      • Randomation Vehicle Physics
      • Edy’s Vehicle System
      • Space Combat Kit
      • Mech Combat Kit
      • NWH Vehicle Physics 2
      • Dynamic Water Physics
      • Honor AI
      • UMA 2
      • DestroyIt
      • Silantro Flight Simulator Toolkit
      • Dialogue System for Unity
      • Interactor
      • iStep
    • 🔧Upcoming/In Progress
      • Ability & Combat Toolkit
      • Ork 3 Framework
  • Annex
    • 📖Changelog
      • GKC Update 3.03-3A
      • GKC Update 3.03-2
      • GKC Update 3.03-1
      • GKC Update 3.02g (Final)
      • GKC Update 3.02f
    • ‼️Possible Issues and Fixes
  • Support
  • Discord
  • Forum
  • Patreon
Powered by GitBook
On this page

Was this helpful?

Export as PDF
  1. Quick Start
  2. Tutorials

Tutorial - Set the Default Weapons in a New Character

To manage the player’s weapons, go to Player Controller gameObject, and to the inspector Player Weapons Manager.

If You Use The Inventory to Store and Manage Weapons
  • Open Inventory Manager inspector in Player Controller gameObject and open the Initial

Inventory List:

  • In that list, you can configure the initial inventory in the player at the start of the game. You can add, remove, set as equipped, and set if the inventory object will be added at the start or not (to avoid removing an object from the list to not being included in the inventory of the player at the start). By default, all the weapons available in the player are included.

  • To include every weapon, press the button O to enable or disable if the weapon will be in the inventory at the start or not (the field Add Inventory Object will be as true or false):

  • To set that weapon as equipped at the start of the game (so the player can carry and fire that weapon), press the button E, and the field Is Equipped will be set to true or false:

  • Currently, the revolver is configured to be added to the inventory and equipped.

Do this setting with the rest of the weapons, so you can add as many as you need or remove by setting Add Inventory Object as false, so the player starts with no weapons, but he can add weapons later in the game using the weapons pickups.

For this example, only the revolver has been added and equipped, so you can see that the inventory object is included in the Inventory List, below the Inventory Manager List, in the same inspector.

The rest of empty slots are configured according to inventory space configured in the inspector, in this case, 20 slots with a limit of 10 units per slot.

If You Don't Use Weapons

IF YOU DON’T NEED TO USE THE WEAPONS, follow these steps:

  • In the Player Weapons Manager inspector, press the button Show Weapon List.

  • Open the Weapons List:

  • Press the button Disable All Weapons or Clear Weapon List.

  • After this, you can also remove the weapons gameObjects from the player, located inside his body. The image below shows where they are located in the hierarchy. Remove all the objects inside the gameObject Player Weapons.

  • Also, make sure to remove the weapons objects configured in the Inventory Manager inspector in the Player Controller gameObject, to avoid adding weapons that doesn’t exist in the player body anymore.

If You Use Weapons

IF YOU NEED TO USE THE WEAPONS, follow these steps:

  • Press the button Show Settings in the Player Weapons Manager inspector.

  • In the Inventory Settings, set to false the field Store Picked Weapons On Inventory:

  • Now, press the button Show Weapon List.

  • You can now press Enabled (or disabled) option in every weapon to make it usable in game (else the weapon model in the player is disabled, but you can use it if you pick the weapon in the level, but you first need to complete these steps to avoid problems. You can remove every weapon in the list, as explained below, so even if the player finds that weapon to pick in the level, he will be unable to use it).

  • Go to Inventory Manager inspector in the Player Controller gameObject and in the

Inventory Equip Settings, set to false the field Store Picked Weapons On Inventory:

  • Finally, return to Player Weapons Manager inspector. You can assign in every weapon where it will be attached inside the player’s body (the back, the legs, the waist and by default is the back), so if the weapon is in the leg, it is placed inside of it. To this, go to any weapon (by selecting any weapon in the above list).

  • Go to gunModel inside the weapon, and open the inspector Player Weapon System.

  • Press the button Show Weapon Settings, go to section Weapon Components and set the bone that you want in the label Weapon Parent (for example in the demo, the pistols are parented in every leg and the rest of weapons in the back of the player).

Like this, the weapons can be activated and used in the player without manage them through the inventory, so you can use them similar to games like Doom (2016) which hasn’t an inventory.

Also, for there are two types of weapons pickups, one to just activate the weapons and other to store them as inventory.

The first type can be found in the prefabs folder Prefabs/Player Weapons/Weapons:

The second type can be found in the prefabs folder Prefabs/Inventory/Usable/Weapons:

So according to the type of weapons management that you use in your project, use the proper weapon pickup prefabs.

PreviousTutorial - Create a Generic CharacterNextTutorial - Create New Melee Weapon

Last updated 2 years ago

Was this helpful?

🎓