[Framework Showcase] Custom Physics-based Gun System (Based on AvatarJointUpgrade)
Realistic Gun Dragging • Physical Aiming • Weapon Collision • Voxel Destruction
Hey everyone!
I would love to introduce my Custom Gun Framework made purely using the AvatarJointUpgrade system.
This framework is heavily physics-based and optimized to run smoothly even without VR!
What This Framework Supports:
Full drag-to-aim gun control (VR not required!).
True weapon collision — guns can’t clip through objects.
ADS (Aim Down Sights) with a physical reticle for better precision!
Raycasting with plans for destructive environments (Voxel-Based Damage coming soon! ).
Modular support for Rocket Launchers, Shotguns, Snipers, Rifles, and more.
Here’s a demo video!
Note: I’ll be fixing the camera module very soon!
Right now it’s a bit spaghetti but it still works.
How It Works:
Guns are rigged using AvatarJointUpgrade instead of rigid CFrame moving.
Every gun part reacts naturally through physics simulation.
Raycasts detect surfaces and voxels dynamically.
Collision groups are set up to ensure guns feel weighty and can’t phase through walls.
What’s Coming Next:
Voxel Destruction Engine (slice tagged parts into destructible cubes!)
Improved Reticle Stability for even smoother aiming.
Networking Cleanup for multiplayer-ready sync.
Why I’m Making This:
Since I don’t own a VR headset (yet),
I wanted to replicate the feel of VR “drag-aim” systems like “HELLMET” or “ARES VR” but make it available for everyone — PC, Console, and maybe even Mobile.
Everything is physics-driven, no fake CFrame controlling or old BodyMovers here.
We’re going next-gen guys!
#HappyBuilding
#DevForum
#GunFramework