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Question by Sansgamer120 · Dec 07, 2020 at 08:33 PM · character customization

how to create swappable characters

i am making an fps and i want to have a menu with access to differect weapons. it is also going to be multiplayer at some point. what is the best way to do that. I was thinking different scripts with different guns. what do you think? weapons code using UnityEngine;

 public class SC_WeaponManager : MonoBehaviour
 {
     public Camera playerCamera;
     public SC_Weapon Rifle;
     public SC_Weapon Sub;
     public SC_Weapon Shotgun;
     public SC_Weapon Rocketlauncher;
     public SC_Weapon gernade;
 
     [HideInInspector]
     public SC_Weapon selectedWeapon;
 
     // Start is called before the first frame update
     void Start()
     {
         //At the start we enable the primary weapon and disable the secondary
         Rifle.ActivateWeapon(true);
         Sub.ActivateWeapon(false);
         Shotgun.ActivateWeapon(false);
         Rocketlauncher.ActivateWeapon(false);
         gernade.ActivateWeapon(false);
         selectedWeapon = Rifle;
         Rifle.manager = this;
         Sub.manager = this;
         Shotgun.manager = this;
         Rocketlauncher.manager = this;
         gernade.manager = this;
     }
 
     // Update is called once per frame
     void Update()
     {
         //Select secondary weapon when pressing 1
         if (Input.GetKeyDown(KeyCode.Alpha1))
         {
             Rifle.ActivateWeapon(true);
             Shotgun.ActivateWeapon(false);
             Rocketlauncher.ActivateWeapon(false);
             Sub.ActivateWeapon(false);
             gernade.ActivateWeapon(false);
             selectedWeapon = Sub;
         }
 
         //Select primary weapon when pressing 2
         if (Input.GetKeyDown(KeyCode.Alpha2))
         {
             Rifle.ActivateWeapon(true);
             Sub.ActivateWeapon(false);
             Shotgun.ActivateWeapon(false);
             Rocketlauncher.ActivateWeapon(false);
             gernade.ActivateWeapon(false);
             selectedWeapon = Rifle;
         }
 
         {
             if (Input.GetKeyDown(KeyCode.Alpha3))
             {
                 Rifle.ActivateWeapon(false);
                 Sub.ActivateWeapon(false);
                 Rocketlauncher.ActivateWeapon(false);
                 Shotgun.ActivateWeapon(true);
                 gernade.ActivateWeapon(false);
                 selectedWeapon = Shotgun;
             }
             {
                 if (Input.GetKeyDown(KeyCode.Alpha4))
                 {
                     Rifle.ActivateWeapon(false);
                     Sub.ActivateWeapon(false);
                     Rocketlauncher.ActivateWeapon(true);
                     Shotgun.ActivateWeapon(false);
                     gernade.ActivateWeapon(false);
                     selectedWeapon = Rocketlauncher;
                 }
             }
             if (Input.GetKeyDown(KeyCode.Alpha5))
             {
                 Rifle.ActivateWeapon(false);
                 Sub.ActivateWeapon(false);
                 Rocketlauncher.ActivateWeapon(true);
                 Shotgun.ActivateWeapon(false);
                 gernade.ActivateWeapon(true);
                 selectedWeapon = gernade;
             }
         }
     }
 }
  
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Answer by Llama_w_2Ls · Dec 08, 2020 at 04:06 PM

Use a scriptable object for easily managing the stats and skins of different weapons. Introduction to Scriptable Objects

You may want to implement this for different characters as well, containing their animations, skins, models, different abilities etc. @Sansgamer120

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