Last updated
Last updated
FP Motion is a building block that gives developers an immense advantage when creating first-person-games across multiple platforms.
On this page, you can learn everything that you need to use FP Motion in your games.
Why? That’s simple:
FP Motion is the tool that will make your life easier as a first-person-shooter game developer!
We built this tool for you, the developer, so you can focus on what matters most: Making your game unique; thus, FP Motion handles all the boring parts that appear in all first-person-games.
Packed with features like a fleshed out event-system, springs, basic weapon and holster systems, and many more.
If you are an artist or a game designer, FP Motion can help you set-up the essential elements of your game and get you started on the journey to completion!
There is no need to delve into the code and get into complicated things as we expose everything through the inspector and make it customizable just like that.
Many integrations with other great packages are also on the way; this will ideally help you create the game that you want!
If you are a programmer, you are most likely going to feel right at home with FP Motion, the complex systems which you can learn from, combined with how extendable everything is will help you do your job better!
When trying to understand how the asset works in-depth, you can head to the component guide and check the components out!
Another important thing would be the step-by-step guides, or our YouTube channel, both being places where you can learn a lot more about the asset.
FP Motion is a product we are developing for you. That means that your opinion matters to us the most, and can influence where the asset goes from here.
Although we have an internal road-map, if a feature gets requested enough by the community, we will work on that first!
We split the documentation for FP Motion into three sections, those being: Introduction, Customization, and Components.
The Introduction section explains how to get started with the asset, and some other general things (you are in it right now!).
The Customization section details ways for you to extend and customize the asset to fit your individual needs as a developer and help you create your game.
The Components section allows you to get more information about the different components in the asset, be it what they do, how they do it, or how you can change them.
This documentation is extremely easy to use. Despite this, sometimes certain features might require some extra explanation. Here's how this documentation describes highlights:
A Blue highlight provides extra information on the current topic.
An Orange highlight will inform of something which can lead to errors or confusion.
A Green highlight will inform you of best practices, and recommended uses of components.
FP Motion’s documentation is easy to read, but despite this there are a few things that could use some clarification, here they are:
When reading the documentation, names of classes or parts of the asset are italicized to make them stand out from other words.
Some words will have links attached to them, taking you to the page they refer to; that said, links are only presented the first time that specific word appears on that page, and no more.
With that, the introduction to the docs is over. If you need anything from our team or have suggestions on what we can improve on, you can us.