> ## Documentation Index
> Fetch the complete documentation index at: https://docs.kinemation.xyz/llms.txt
> Use this file to discover all available pages before exploring further.

# 🔹Items

> This page explains how item prefabs work in the CAS demo.

## Overview

**Cas Prop** script is used by all items wielded by the player:

* **Torch**

* **Barrel**

* **Axe**

* **Gun**

<Tip>
  **Tip**: This component is added directly to the item prefab.
</Tip>

<Frame caption={"Cas Prop."}>
  <img src="https://mintcdn.com/kinemation/JeFzhKqzivzKAwnI/images/cas/086a2dffda8c0d6c58df.png?fit=max&auto=format&n=JeFzhKqzivzKAwnI&q=85&s=4f2a0f24d5e89725504f86066780d48a" alt="" width={389} data-path="images/cas/086a2dffda8c0d6c58df.png" />
</Frame>

* **Animation Settings** — [CAS](/cas/core/character-animation-component#character-animation-settings) asset for this item.

* **Right** and **Left Hand Target** — IK targets for hands. These transforms are bound directly to the [Two Bone IK](/cas/modifiers/two-bone-ik) modifiers.

All items reside in the character prefab:

<img src="https://mintcdn.com/kinemation/JeFzhKqzivzKAwnI/images/cas/361df2fadcc79718b412.png?fit=max&auto=format&n=JeFzhKqzivzKAwnI&q=85&s=a8e711a6055d755edc224de4bef1f91e" alt="" width={165} data-path="images/cas/361df2fadcc79718b412.png" />

<Info>
  **Note**: Torch, Axe and Gun prefabs are attached to the right hand. When the game starts, the [Character Example Controller](/cas/core/example-content/example-controller) will try to find all items and equip the first one.
</Info>

## API Reference
