How to add a new Weapon
This page provides a step-by-step guide on how to add a new weapon to the project.
Importing assets
First, you’ll need to import the following assets for your item:
Sprite (icon)
3D model of weapon
Shoot Animation (Optional)
Texture
Folder setup
Inside
Assets/The Archer/Sprites/UI/Items, import your item's sprite and set its Texture Type to Sprite (2D and UI) in the Inspector.

Inside
Assets/The Archer/Models/Weapons, create a new folder named after your weapon. Import the 3D model and animation clip there.Inside
Assets/The Archer/Textures/Weapons & Items, import your weapon’s texture.
Configuring Animation (Optional)
Weapons can function with or without animations. The weapon’s shooting animation should match the length of the hero’s shooting animation.
Open the animation’s Import Settings.
Ensure there are no warnings or errors in the Import Messages section.
Add an animation event at the desired frame:
Set the Function field to
"Shoot".The weapon will handle projectile spawning only when the Flying Weapon Ability is enabled, otherwise, projectiles are spawned by the hero’s animation.

Clone an existing bow animator, or create a new one.
Place it in the folder you created in the previous step (next to the model asset).

Creating Weapon Prefab
Navigate to
Assets/The Archer/Prefabs/Weapons.

Clone an existing weapon prefab and open it.
Delete the old weapon model and drag your own model into the prefab.

If your weapon uses animations:
Add an Animator component.
Assign the animator from the previous step.
Add a WeaponEventsHandler component.
Select the root object of the prefab.
If your weapon has an animator, assign it here.
To configure Detached Position, Rotation, and Scale:
Open any Hero Prefab.
Drag your new weapon prefab into the Weapons Parent GameObject inside the Weapon Holder.

Adjust its position, rotation, and scale as desired.
Write down these transform values.
Remove the weapon prefab from the hero, close the hero prefab, and reopen the weapon prefab.
Enter the recorded values into the Detached Position, Rotation, and Scale fields.
Move the Projectile Spawner GameObject to the position where you want projectiles to spawn.
Creating Weapon Data
Open
Assets/The Archer/Scriptables/Armory/Item.

Clone an existing weapon data asset, or create a new one via: Right-click → Create → October → Armory → Weapon Data
Rename the new asset.
Fill out the data fields according to the Item Data description from the Armory Overview Page. Item Type should be set to Weapon, Icon - to a sprite you've imported at the beginning.

Open
Assets/The Archer/Scriptables/Armory, select the Armory Database asset, and add your new weapon data to the Items list.At the bottom of the Inspector, you’ll find the Animation Sets grid.

A new column for your weapon will appear, copied from the previous weapon.
You can either select existing animation sets that best fit your weapon or create new ones to make it unique.
That’s it! When you launch the game, your new weapon should now appear in the Armory Page of the Main Menu.
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