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$15+

AEROCH 45 | 1.11

8 ratings
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AEROCH 45 | 1.11

$15+
8 ratings

Sci-fi style semi-auto/automatic switchable 20rounds pistol with 7 colors / left,right / 1.0 scale, 0.5 scale variation

(1.0 scale is fitted to Novabeast. / 0.5 scale is fitted to Manuka)

Tested in write defaults on status (Can't assure in write defaults off status.)

Avatar not included.

Can't use in Quest version. only can use in PC version.

Reviews are really helpful to my work.

If you have any question, please contact to me
X | https://twitter.com/AXLYK45
Discord | axlyk


RFLX_ sight added in 1.1 version. now can adjust reticle's scale, emissive strength, move x/y axis.
it may not be zeroed out to your avatar. In this case, you can adjust the location of the reticle from the RFLX_ menu within the in-game menu.

In Menu


If you haven't unpacked the prefab, it may be okay to overwrite the newer Unitypackage, but if you have a problem, I recommend erasing the old version of the file and bringing new one. If you unpacked the prefab, you may need to import the new version prefab into your avatar.


This firearm is my first to create a complex FX structure, so it could be little buggy.
I plan to patch the bugs that are found as much as possible, so please understand this. 😊


Redistribution, resale, upload to public, and re-sell after modification is prohibited.
For optimization, texture size was set to a smaller size within Unity. Except for Matcap, most of them are made based on 4K, so please use them according to the situation.


Requirements

liltoonVRCFury

Includes

.Unitypackage

.SPP (2023)


This item use

39,403 tris each (Gun - 4,771 | Magazine - 990 | Cartridge - 774 | RFLX_ - 2,358 and others are for gimmicks... 😢)

22 materials each

9 bones each

1 float, 13 bool parameters (2 float, 23 bool parameters if akimbo)

(one and akimbo) 3.07mb texture memory

2.86/2.88mb download size


How to setup

1. Import .unitypackage file to project.

2. Load prefab that you want (_SPK_STRM_\AEROCH 45\_PREFAB | L for left-hand, R for right-hand). You can load only one hand or both hands.

3. Adjust the position to fit the avatar. (If it already fits, proceed to step 4)

  • 3-A. Adjust the weapon storage position.
    Move the _StorePosition_Main_ object within the prefab to the desired storage position.
  • 3-B. Adjust the position of the primary hand.
    Move the _HandPosition_Main_ object within the prefab to fit the primary hand position. (If you chose the L prefab, the primary hand is the left hand, and for the R prefab, it is the right hand.)
  • 3-C. Adjust the position of the new magazine.
    The new magazine can only be picked up when the existing magazine of the gun is removed.
    Move the _StorePosition_Sub_ object within the prefab to the desired position for the new magazine.
  • 3-D. Adjust the position of the secondary hand. Within the prefab, move the _HandPosition_Sub_ object within the prefab to fit the secondary hand position. (If you chose the L prefab, the secondary hand is the right hand, and for the R prefab, it is the left hand.)

4. Set up the colliders.
(This step allows the opposite gun's slide to be pulled back using the barrel when both L and R prefabs are used.
If this is not needed, you can skip this step.)
Within the prefab, find the Colliders item inside the Collision item in the VRC Phys Bone component of _PB_\Slide Collide. Then, drag and drop the _PBC_Slide (Armature\AEROCH 45\_PBC_Slide) of the opposite hand (R if you are editing the L prefab, L if you are editing the R prefab) from within the prefab into the empty slot of Element 0.


How to use

Picking Up the Gun
To pick up the gun, Move main hand towards the grip of the gun -> HandOpen pose -> FingerPoint pose.
To reattach it to the store position, place your hand near the store position -> Fist pose -> HandOpen pose.

Firing the Gun
To fire the gun, FingerPoint pose -> Fist pose.

Eject Magazine
To remove the magazine, keep ThumbsUp pose the main-hand.
and the magazine will be ejected after a short delay.
If the gun is held at a too high angle, the magazine is not pulled out.
If you change to a different pose before the magazine is fully ejected, it will be reinserted.
This prevents accidental removal of the magazine.

Inserting a New Magazine
To pick up a new magazine, existing magazine must be removed from the gun.
With the magazine removed,
place your sub-hand near the position where the magazine is stored -> HandOpen pose -> Fist pose.
Bring the magazine to the gun’s magazine well, and it will be inserted.
If you wish to return the magazine to its original position, place it back at the original position -> Fist pose -> HandOpen pose.

Reloading
After the magazine is inserted, if you’ve used up all the remaining ammo and the slide is locked back, RockNRoll pose to reload.
In other situations, you can manually rack the slide, or if you are in akimbo mode (if you have followed setting 4 in How to setup)
you can push the slide with the barrel of the opposite gun to reload.

Checking Remaining Ammo
To check the remaining ammo, you can look at the indicator on the back of the slide to see the ammo count and chamber status
or Gun pose at the magazine to check its status. (In this case, assuming a pose other than the Gun pose will reattach the magazine to the pistol.)

Spinning the Gun
To spin the gun, HandOpen pose and swing your hand upwards.
(If the Spin to Refill Ammo option in the menu’s Mode is enabled, spinning the gun will refill the ammo.)

Mode
The mode section in the menu allows you to toggle Automatic(between semi-auto / automatic fire), Infinity Ammo mode,
and the Spin to Refill Ammo that refills ammo when spinning the gun.
The Infinity Ammo and Spin to Refill Ammo modes only apply when a magazine is inserted and there is a bullet in the chamber.
You can also switch between semi-auto and automatic by RockNRoll pose with both hands.

Indicator
The indicator at the back of the slide displays the remaining ammo count.
Above the number, it shows whether the chamber is loaded, and below the number, it indicates the selective fire status.
(A thin bar represents semi-auto mode, and a thick bar represents automatic fire mode.)


Advanced color customize

This asset's materials are can change colors easily.
Go to the Main Color tab of the material that you want to change color, and just change the color.
A/B/D/C/E/F/G prefab's 1,2,3,4 parts of this asset are same to setting. (Material files are stored in _SPK_STRM_\AEROCH 45\_MAT)


Version history

240602 | 1.0
Launch

240607 | 1.1
Added RFLX_ Sight and fixed particle doesn't scale with avatar when scale avatar size ingame.
(reticle adjustments are local. so others can't see changes.)
Pistol's separated 3 materials now merged in 1 material for optimization.

240901 | 1.11
Changed existing Constraint to VRC Constraint

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Unitypackage, SPP(2023)

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