Uploaded December 2022 | Updated September 2026, 2 hours ago
Learn how to reload guns with Animation-driven reload time. This makes it much easier to synchronize your "reload time" in your code by receiving an event when the reload animation has completed instead of manually trying to tie the speed to the speed of the animation.
Remember this is Part 4 of the Gun Series, so we're building on Part 1, 2, and 3 (and there's more to come!) so if you haven't checked those out yet, here's the full playlist: youtube.com/watch?v=E-vIMamyORg&list=PLllNmP7eq6TQJjgKJ6FKcNFfRREe_L6to
Each video has its own branch, so you can check out "part-4" branch to get only what's been implemented so far!
πΆ ALL THINGS LlamAcademy now available at: https://llamacademy.dev/support including latest tutorials, courses, ways to support, and more! Check it out π
π¨βπ» Get the FULL FREE PROJECT on GitHub: github.com/llamacademy/scriptable-object-based-guns
π·οΈSave 25% on the ultimate C# IDE: JetBrains Rider with code LLAMACADEMY: jetbrains.com/store/?section=personal&billing=yearly
Some links may be affiliate links, which at no additional cost to you, gives me a small portion of the purchase.
Chapters:
00:00 Overview of what we'll implement
02:22 AmmoConfigScriptableObject.cs - Ammo & Reloading
04:00 GunScriptableObject.cs - Add AmmoConfig, Subtract Ammo, and Consider if we have ammo before shooting
04:45 PlayerAction.cs - Reloading with Player Input & on empty clip
08:15 GunScriptableObject.cs - Add Animation Event callback to handle reload
08:32 Hooking up new references and create Ammo ScriptableObjects
09:10 Set up basic reload animation with reload event
11:16 Demo
11:32 UI to Show Ammo
12:10 AmmoDisplayer.cs - Show the Ammo on Screen
12:58 Final Demo
13:41 Final thoughts & Support LlamAcademy!
Learn how to reload guns with Animation-driven reload time. This makes it much easier to synchronize your "reload time" in your code by receiving an event when the reload animation has completed instead of manually trying to tie the speed to the speed of the animation.
Remember this is Part 4 of the Gun Series, so we're building on Part 1, 2, and 3 (and there's more to come!) so if you haven't checked those out yet, here's the full playlist: youtube.com/watch?v=E-vIMamyORg&list=PLllNmP7eq6TQJjgKJ6FKcNFfRREe_L6to
Each video has its own branch, so you can check out "part-4" branch to get only what's been implemented so far!
πΆ ALL THINGS LlamAcademy now available at: https://llamacademy.dev/support including latest tutorials, courses, ways to support, and more! Check it out π
π¨βπ» Get the FULL FREE PROJECT on GitHub: github.com/llamacademy/scriptable-object-based-guns
π·οΈSave 25% on the ultimate C# IDE: JetBrains Rider with code LLAMACADEMY: jetbrains.com/store/?section=personal&billing=yearly
Some links may be affiliate links, which at no additional cost to you, gives me a small portion of the purchase.
Chapters:
00:00 Overview of what we'll implement
02:22 AmmoConfigScriptableObject.cs - Ammo & Reloading
04:00 GunScriptableObject.cs - Add AmmoConfig, Subtract Ammo, and Consider if we have ammo before shooting
04:45 PlayerAction.cs - Reloading with Player Input & on empty clip
08:15 GunScriptableObject.cs - Add Animation Event callback to handle reload
08:32 Hooking up new references and create Ammo ScriptableObjects
09:10 Set up basic reload animation with reload event
11:16 Demo
11:32 UI to Show Ammo
12:10 AmmoDisplayer.cs - Show the Ammo on Screen
12:58 Final Demo
13:41 Final thoughts & Support LlamAcademy!










