--- name: godot-genre-shooter-fps description: "Expert blueprint for First-Person Shooters: fps_camera_look, fps_movement_logic, hitscan_weapon_query, weapon_bobbing_system, procedural recoil, and FPS NEVER rules. Shared TPS/cover theory links to godot-genre-shooter. Keywords: FPS, movement physics, weapon bobbing, camera sway, hitscan, viewmodel, air control." --- ## MANDATORY script reads (start here) 1. [fps_camera_look.gd](scripts/fps_camera_look.gd) — raw `_input` mouse look (yaw/pitch) 2. [fps_movement_logic.gd](scripts/fps_movement_logic.gd) — accel/friction/air control 3. [hitscan_weapon_query.gd](scripts/hitscan_weapon_query.gd) — space-state hitscan 4. [weapon_bobbing_system.gd](scripts/weapon_bobbing_system.gd) — viewmodel bob/sway Also: [procedural_recoil_handler.gd](scripts/procedural_recoil_handler.gd), [hitscan_weapon_logic.gd](scripts/hitscan_weapon_logic.gd), [advanced_fps_controller.gd](scripts/advanced_fps_controller.gd), [weapon_state_machine.gd](scripts/weapon_state_machine.gd), [frame_perfect_input.gd](scripts/frame_perfect_input.gd), [bullet_decal_spawner.gd](scripts/bullet_decal_spawner.gd), [weapon_spread_calc.gd](scripts/weapon_spread_calc.gd), [server_projectile_instance.gd](scripts/server_projectile_instance.gd), [player_anim_bridge.gd](scripts/player_anim_bridge.gd), [recoil_system.gd](scripts/recoil_system.gd) (pattern + bloom), [aim_assist.gd](scripts/aim_assist.gd) (controller friction/magnetism). `advanced_weapon_controller.gd` is shared theory — keep FPS feel in the scripts above; genre routing for TPS → sibling skill. ## Core Loop `Move/Look → Aim → Fire (hitscan) → Recoil recover → Acquire` ## NEVER Do (FPS) ### Gunplay & registration - **NEVER** hit-detect in `_process` — use `_physics_process` + `intersect_ray`. - **NEVER** apply recoil only to the gun mesh — kick **camera** + bloom/spread. - **NEVER** trust client damage — server authority + lag compensation. - **NEVER** forget `exclude` / `add_exception` for the player RID. - **NEVER** use `==` on float cooldowns — `is_equal_approx`. ### Input & movement - **NEVER** poll mouse in `_physics_process` — `_input` / `_unhandled_input` for look. - **NEVER** accumulate look on a raw `Transform3D` — store yaw/pitch floats. - **NEVER** multiply velocity by `delta` before `move_and_slide()`. - **NEVER** use `Transform3D.looking_at` for muzzle forward — use `-transform.basis.z`. ### Polish - **NEVER** single `AudioStreamPlayer` for gunfire — layer mechanical + shot + tail. - **NEVER** leave decals forever — fade/pool ([bullet_decal_spawner.gd](scripts/bullet_decal_spawner.gd)). - **NEVER** hardcode weapon stats — WeaponData Resources. - **NEVER** use plain Strings for hot weapon states — `StringName`. ## Advanced FPS (keep) ### Viewmodel sway / bob Procedural sine bob + look sway — [weapon_bobbing_system.gd](scripts/weapon_bobbing_system.gd). ### Step-up Ray forward/down from `step_height` when `is_on_wall()` after `move_and_slide()`; lift to step top for stairs. ### Tactical lean Roll camera Z + local X offset from `Input.get_axis("lean_left","lean_right")` with lerp. ## Shared weapon theory Hitscan vs projectile, spray patterns, and net prediction details that are not FPS-rig specific → [godot-genre-shooter](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-shooter/SKILL.md) + combat/multiplayer complements. Implement FPS fire path via [hitscan_weapon_query.gd](scripts/hitscan_weapon_query.gd) + [procedural_recoil_handler.gd](scripts/procedural_recoil_handler.gd) + [recoil_system.gd](scripts/recoil_system.gd). > **MANDATORY** for hitscan/projectile tradeoffs, three-layer recoil, aim assist, weapon balance matrices, and client prediction: [fps-weapon-theory.md](references/fps-weapon-theory.md). **Do NOT Load** after MANDATORY script reads unless extending beyond bob/step/lean. ## Reference > Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice. ### Official Documentation - [Ray-casting](https://docs.godotengine.org/en/stable/tutorials/physics/ray-casting.html) — PhysicsDirectSpaceState3D `intersect_ray` patterns for hitscan registration without Area3D ballistics. - [Physics introduction](https://docs.godotengine.org/en/stable/tutorials/physics/physics_introduction.html) — collision layers/masks, layers for player exclude, and physics tick vs visual frame for gunplay. - [Using 3D transforms](https://docs.godotengine.org/en/stable/tutorials/3d/using_transforms.html) — basis axes and `-transform.basis.z` forward vectors for aim, recoil, and muzzle direction. - [Using InputEvent](https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html) — `_input` vs `_physics_process` so mouse look stays zero-latency while movement stays physics-synced. - [Mouse and input coordinates](https://docs.godotengine.org/en/stable/tutorials/inputs/mouse_and_input_coordinates.html) — relative mouse motion, capture, and screen-center projection for aim rays. - [Controllers, gamepads, and joysticks](https://docs.godotengine.org/en/stable/tutorials/inputs/controllers_gamepads_joysticks.html) — analog look axes and deadzones that aim-assist friction/magnetism build on. - [Using decals](https://docs.godotengine.org/en/stable/tutorials/3d/using_decals.html) — Decal node projection for bullet impacts instead of Sprite3D/QuadMesh stickers. - [High-level multiplayer](https://docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplayer.html) — RPC authority and fire-event patterns for server-validated hitscan without syncing every bullet. - [Using AnimationTree](https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html) — blend/state machines for idle/aim/fire/reload without `!` in expressions. - [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — WeaponData Resource stats (damage, recoil, spread) instead of hardcoded class constants. - [Audio streams](https://docs.godotengine.org/en/stable/tutorials/audio/audio_streams.html) — layered mechanical/shot/tail streams for gunfire weight. - [Optimization using Servers](https://docs.godotengine.org/en/stable/tutorials/performance/using_servers.html) — RenderingServer RID paths for high-volume visual projectiles without SceneTree spam. ### Related Skills #### Prerequisites - [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — scene tree, InputMap actions, and Resource import basics before FPS controllers and WeaponData wiring. - [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — mouse capture, action buffering, and look vs move split that frame-perfect fire and camera look depend on. - [godot-raycasting-queries](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-raycasting-queries/SKILL.md) — physics-synced ray/shape queries and exclude RIDs that hitscan registration builds on. #### Complements - [godot-camera-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-camera-systems/SKILL.md) — FOV punch, lean pivots, and shake stacks that compose with procedural recoil and weapon bob. - [godot-combat-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-combat-system/SKILL.md) — duck-typed damage application and hit-zone multipliers shared with hitscan/projectile confirm paths. - [godot-audio-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-audio-systems/SKILL.md) — bus routing and pooled one-shots for layered gunfire without a single shared AudioStreamPlayer. - [godot-multiplayer-networking](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-multiplayer-networking/SKILL.md) — authoritative fire RPCs and unreliable movement transfer modes for competitive hit validation. - [godot-adapt-single-to-multiplayer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-adapt-single-to-multiplayer/SKILL.md) — client prediction / server reconciliation shells before lag-compensated shot validation. - [godot-state-machine-advanced](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-state-machine-advanced/SKILL.md) — StringName fire/reload/idle machines without stringly-typed weapon states. - [godot-animation-tree-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-animation-tree-mastery/SKILL.md) — AnimationTree parameters and blend spaces driven by local velocity bridges. - [godot-performance-optimization](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-performance-optimization/SKILL.md) — pooling, Decal budgets, and RenderingServer RID density for bullet visuals and impacts. - [godot-genre-shooter](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-shooter/SKILL.md) — broader TPS/hybrid shooter architecture when the project is not FPS-first. #### Downstream / consumers - [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — simulate weapon asymmetry matrices, TTK bands, and bloom/recoil knobs before shipping balance tables. - [godot-genre-battle-royale](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-battle-royale/SKILL.md) — large-scale relevancy and lag-compensated combat that reuses FPS hitscan/recoil feel inside BR matches. #### Master - [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting FPS concern.