What the Component Does
The Procedural Animation component has three responsibilities:- Create — at startup it instantiates each modifier in the active Procedural Animation Settings asset, giving modifiers a chance to cache bone references and allocate any state they need.
- Update — each frame it calls every modifier in order, passing the current pose so each modifier can read and alter bone transforms.
- Dispose — when the settings change or the component is destroyed, it tears down active modifiers cleanly, releasing any unmanaged resources they hold.
Procedural Animation Settings (PAS) Asset
All modifiers are stored in a Procedural Animation Settings asset. Think of this asset as a profile: one PAS asset per weapon or gameplay state, each containing the exact set of modifiers that make sense for that context.Creating a PAS Asset
1
Open the Project window
Navigate to the folder where you want to store the settings.
2
Create the asset
Right-click and select Create ▸ KINEMATION ▸ CAS ▸ Procedural Animation.
3
Assign it to Character Animation Settings
Open the Character Animation Settings asset for the relevant weapon or state and drag the new PAS asset into the Procedural Settings field.
Modifier Order Matters
Modifiers are applied to the pose sequentially in the order they appear in the PAS asset. This means the output of one modifier becomes the input of the next. For example:- A foot IK modifier should run before a leg bend modifier so that the IK target position is correct when the knee bending is solved.
- A weapon sway modifier should run before a hand attachment modifier so that the swayed weapon position is what the hands lock onto.
Adding a New Modifier
1
Select the PAS asset
Click on the Procedural Animation Settings asset in the Project window to open it in the Inspector.
2
Click Add Animation Modifier
Click the Add Animation Modifier button at the bottom of the Inspector.
3
Browse the categories
A categorised menu appears listing all available modifier types. Navigate the categories to find the modifier you need — for example, IK > Foot IK or Physics > Weapon Sway.
4
Configure the new modifier
The modifier appears at the bottom of the list. Expand it to configure its properties. Drag it up or down in the list to set its position in the execution order.
Modifier Reference
Each individual modifier has its own set of properties and behaviours. For a full reference of every built-in modifier, its configuration options, and usage examples, see the Animation Modifiers section of the CAS documentation.CAS is designed to be extended. You can author custom Animation Modifiers by creating a new ScriptableObject that inherits from the CAS modifier base class. Once registered, your custom modifier appears in the Add Animation Modifier menu alongside the built-in ones.
