Variety of premade weapons can be used. Premade weapons can be found in 'Prefabs/Weapons' folder.
New weapons can be created with help of WeaponCreator tool.
To open WeaponCreator window click on 'Tools/GC Character Controller/WeaponCreator'
There are 8 weapon types: Rifle, SingleActionRifle, Machinegun, Pistol, GatlingGun, RPG, Melee1H, Melee2H.
To create weapon with weapon creator these are the steps:
1. Drag weapon model to the scene.
2. Create fire position transform, create empty shell eject position transform.
3. Open WeaponCreator window.
4. Drag weapon model to 'Weapon model object' field.
5. Enter weapon name
6. Choose weapon type.
7. Choose shooting type ( single, burst, auto )
8. Checkbox if weapon is skinned.
9. Drag fire transform to ?Fire Position' field.
10. Drag eject transform/s to 'Bullet Eject Positions' field.
11. Drag camera positio transforms to 'Camera Positions' filed if they exits - they can be added later.
12. Assign empty shell mesh that will be ejected on each shot. You can use one from existing meshes in 'Models/empty_bullet_shells'.
13. Enter weapon animator reload state. Weapons can have different reload animation. If empty, weapon will use default reload animation.
14. Drag ammo/magazine object that will be ejected on reloading ( usualy magazine clip ).
15. Enter number of shots before reload ( magazine clip )
16. Enter spread of weapon fire ( accuracy ) - the higher the spread, the less accurate weapon is.
17. Enter number of rays per shot ( usualy one per shot, depends of the weapon - shotgun uses 4 )
18. Enter force of weapon bullet - force applied on object when hit ( if it has non kinematic rigidbody).
19. Check 'AddPhysicsCollders' checkbox if you want to have weapon colliders created of weapon creation. Keep in mind that you can always remove them or modify them.
20. Check 'Add Item Trigger' checkbox to create trigger object ( with sphere collider ) along with weapon creation. I advise to enable this option.