Expanding the Project
Adding New Scene
- Duplicate an existing scene (for example 
GameinAssets/TPSBR/Scenes). - Replace existing objects (Geometry, Lights, Item Boxes, ...) with custom objects.
 - Save the map.
 - Add the scene to Build Settings.
 - Add the scene to 
MapSettingsasset (located inAssets/TPSBR/Resources/Settings). Pick an unique Id, set correct scene path and update other metadata. If you want the scene to appear in runtime Menu UI, enableShow In Map Selectiontoggle. 
Adding New Agent
- Duplicate an existing agent prefab (
MarineorSoldierinAssets/TPSBR/Prefabs/Agents) or create a new prefab variant from theAgentBaseprefab. - Replace the character model (
Marine/VisualRoot/Sci_Fi_Character_08_05) and recreate all necessary weapon handle objects in the bone hierarchy. You can check all handles in existing agents. - Add 
BodyPartcomponents to appropriate bones to define character hit boxes and refresh the list of hit boxes in theHitboxRootcomponent. - Assign weapon handles, bone references, and other references in the 
CharacterAnimationController,Weapons, andCharactercomponents. - For an agent to be displayed as a playable character in the menu, add it in the 
AgentSettingsasset (Assets/TPSBR/Resources/Settings/AgentSettings). 
Adding New Weapon
- Duplicate an existing weapon prefab or create a new prefab variant from the appropriate prefab base (
PistolBase,RifleBase,SniperBase) - Assign a new 
WeaponID, display name, name shortcut, and correctWeaponSlotin theHitscanWeaponcomponent - Replace the weapon model and adjust the size of existing colliders if needed.
 - To create a corresponding weapon pickup prefab, follow a similar prefab creation workflow also for the weapon pickup (
Assets/TPSBR/Prefabs/Pickups/Weapons). Update theWeaponPrefabreference inWeaponPickupcomponent with the new weapon prefab. - To test the weapon, add it to the 
InitialWeaponsarray in theWeaponscomponent on theAgentBaseprefab. - To have a new weapon available in item boxes, Add the weapon pickup in the 
PickupsSetupin theItemBoxprefab (Assets/TPSBR/Prefabs/Gameplay). 
Adding New Projectile
- Duplicate an existing projectile prefab or create a new prefab variant from the appropriate prefab base (
ProjectileBase,GrenadeBase). - Modify the component values or graphics.
 - Assign the projectile prefab reference in the weapon prefab (
Projectileproperty inHitscanWeaponorProjectileWeaponcomponent).