> ## 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.

# 🔹Player Prefab

> Documentation for 🔹Player Prefab.

## How to use it

Navigate to "**...\Integrations\FPSAnimationPack\Prefabs\Player**" and select one of the available game-ready prefabs:

<Frame caption={"Game-ready prefabs."}>
  <img src="https://mintcdn.com/kinemation/zfSCxGML5W5QOyC1/images/cas/c407f997ba995cdffe96.png?fit=max&auto=format&n=zfSCxGML5W5QOyC1&q=85&s=4e039db1e73be1c2878962db5ac15f49" alt="" width={563} data-path="images/cas/c407f997ba995cdffe96.png" />
</Frame>

* **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.

<img src="https://mintcdn.com/kinemation/zfSCxGML5W5QOyC1/images/cas/ba936cd5f9a60bcd2fbc.png?fit=max&auto=format&n=zfSCxGML5W5QOyC1&q=85&s=ccb357bd8d88b274c95aadf5efe9dfcf" alt="" width={563} data-path="images/cas/ba936cd5f9a60bcd2fbc.png" />

## Prefab structure

### Character

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

<img src="https://mintcdn.com/kinemation/zfSCxGML5W5QOyC1/images/cas/a6f568585fc8783123b7.png?fit=max&auto=format&n=zfSCxGML5W5QOyC1&q=85&s=c1623e756d30951f83ba0c194c7d33a9" alt="" width={252} data-path="images/cas/a6f568585fc8783123b7.png" />

The prefab root has the following components:

<img src="https://mintcdn.com/kinemation/zfSCxGML5W5QOyC1/images/cas/c8bd4905a4923a9710f2.png?fit=max&auto=format&n=zfSCxGML5W5QOyC1&q=85&s=1c74e7ed5854b7f6c00d7c37e9184198" alt="" width={496} data-path="images/cas/c8bd4905a4923a9710f2.png" />

* **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](/cas/core/example-content/example-controller) and includes the same properties.

* [**Recoil Animation**](/cas/fps/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:

<img src="https://mintcdn.com/kinemation/nSDKyNrRREbGib1F/images/cas/9d187a38df7cb276b034.png?fit=max&auto=format&n=nSDKyNrRREbGib1F&q=85&s=a32007b7051860cb2e3f473a33202186" alt="" width={495} data-path="images/cas/9d187a38df7cb276b034.png" />

* **Animator** handles general locomotion, such as idle, crouch, walk, sprint, and more.

* [**Character Animation** **Component**](/cas/core/character-animation-component) is the main component in CAS.

* [**Procedural Animation**](/cas/core/procedural-animation) applies IK features.

* [**Layered Blending**](/cas/core/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.

<Frame caption={"Weapons."}>
  <img src="https://mintcdn.com/kinemation/bY9DOuHDrQwriMA1/images/cas/e1ec1732702734ed4a28.png?fit=max&auto=format&n=bY9DOuHDrQwriMA1&q=85&s=3f86ca31eaf69ef4822c2a5a93619e0b" alt="" width={335} data-path="images/cas/e1ec1732702734ed4a28.png" />
</Frame>

<Info>
  **Tip**: With this setup, weapons follow the head rotation when looking up or down.
</Info>

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.
