Unity,Step 2,making the weapon a weapon

After importing all animations comes making the weapon be an actual thing instead of just a meshFirst of all,click on the "Hands" in the hierarchy (open the gun's hierarchy by clicking on the arrow),and on the right you'll see a menu.Where it says material,you'll see an small circle.Click on that and on the searchbar type "Blue" or "Red",and select the arm materialNow,the easiest way to do this is going to another one of the guns in the hierarchy.Open them up and you'll see they have a thing under the mesh called muzzle and casing particlesSelect both of them (if your gun is a melee weapon,use the one in the wrench,if it's a grenade or throwable,use the one in the grenade from the hierarchy),and press ctrl d to duplicate them.Drag them so they are under the hierarchy of your gun,specifically under the main meshNow go back to any of the guns,the one closer to how yours will behave.Right click on the weapon component,copy component.Go to your weapon,right click on the first component you see (the animator one) and click on paste componentDo the same for the audio componentNow,add the muzzle and casing particles.To do this,open the weapon component by left clicking over it,search for "muzzle" and "casing particles",and drag yours accordingly to those spotsNow,set up the third person transform.To do that,drag the model of the gun (the top parent of the meshes,the parent of the casings and muzzle),to where it says third person transformNow you can fiddle with the values at hand,the most important being the first and second sections.In the first side you can customize the base,that is,the ammo,the coodlown between shots (rpm/60,1/result of that),the loaded ammo,and all that juicy stuff.I'll leave that up to youNow the second section,involving recoil and spread,i'll also leave it to you because it's your gun after allTo make it so the hands actually work in game,drag and drop the "Hands" mesh in the hierarchy to this place at the bottom of the weapon script.You can also setup the UI icon over there,though i won't be covering how to make oneWhen you add your UI icon to the nice easy to organize folder (Assets->Materials->Textures->UI->Weapons),make sure to click on it,where it says "Texture type",set it to Sprite,2D and UITo make your weapon have different aim animations (you need a controller too),scroll to where it says sight modes,and place the number you want,usually 2.You can also name themFor advanced reloads,tick on advanced reloads,and set the allowed reloads to all the bullets that can be reloaded.For example,an StG44 holds 30 bullets,so it needs to have 30 allowed reloads,from 1 to 30 individually.If you wanna make a weapon with a bullet in the chamber,set the allowed reloads to,for example,30,and then the ammo count to 31.This means if you reload partially you load to 31,but if you load from empty you load to 30Now on the top you'll see something that says "animator",and controller.The controller is what will make the animations play.I this case i'll use one made by myself,which at the end will be linked with a set of resources through google drive.To set it up,just click on the circle and search for your controllerIf you don't have one,go to Assets->Animations->Weapons,and find a controller there.Select it and press ctrl d to duplicate it.Change the name by pressing F2 with the thing selected.Now just add that one.The best one to use is the Garret's,as it has lots of things setup,but as i said i'll leave some of mine which are probably easier to use as their as already setup in their final formIf you want the weapon to have reload/bolt/misc sounds apart from the fire,click on add component and search "audio source",add en empty one.Now add another one,this time a "Soundbank"Now,drag that empty audio source to where it says "audio source" in the soundbank.Drag it to where it says "reload audio" in the weapon componentYou can also set all the sounds in the soundbank now