Skip to main content

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.
Drag and drop the selected prefab into the scene, then press Play.

Prefab structure

Character

Both prefabs consist of two layers — the prefab itself and a skeleton. The prefab root has the following components:
  • 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.
The “_Skeleton” prefab is the character model itself. It contains all essential CAS components, such as:
  • 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.
When the game starts, the FPS Pack CAS Controller will try to find all weapons in the hierarchy and equip the first weapon it finds.