How to use it
Navigate to ”…\Integrations\FPSAnimationPack\Prefabs\Player” and select one of the available game-ready prefabs:- Player_Arms is the version made for the FPS arms model included with the FPS Animation Pack.
- Player_Fullbody uses the Kinemation Mannequin character.

Prefab structure
Character
Both prefabs consist of two layers — the prefab itself and a skeleton.

- Character Controller is used to move the player around.
- Player Input is used to handle input actions, such as reload, aim, and more.
- FPS Pack CAS Controller is the main player controller class. It’s derived from CharacterExampleController and includes the same properties.
- Recoil Animation is used to generate smooth, dynamic recoil.

- Animator handles general locomotion, such as idle, crouch, walk, sprint, and more.
- Character Animation Component is the main component in CAS.
- Procedural Animation applies IK features.
- Layered Blending naturally blends weapon overlays with the Animator. It is only used in the fullbody prefab.
- FPS Player Sound plays general sound effects, such as footsteps, equip, and unequip.
Weapons
All guns are parented to IK weapon_bone — an IK bone attached to the character’s head.Tip: With this setup, weapons follow the head rotation when looking up or down.
