> ## 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.

# Add Climbing and Vaulting with Motion Warping in CAS

> Integrate Kinemation's Motion Warping plugin with CAS to add climbing, vaulting, and interaction animations driven by procedural root motion adjustment.

CAS handles layered blending and procedural modifiers for your character's skeleton, but climbing a ledge, vaulting a fence, or interacting with a door frame requires something more: the root-motion animation must be adjusted so the character's hands and body actually reach the geometry in the game world. CAS delegates this responsibility to the **Kinemation Motion Warping** plugin, which ships inside the CAS package.

## What Motion Warping Does

Motion Warping modifies root-motion animations at runtime to match the character's transform to a target position and rotation in the world. Instead of authoring a separate animation for every possible ledge height or vault width, you author a single representative climbing or vaulting animation and let Motion Warping stretch or compress the root-motion trajectory at runtime to reach a specific world-space target.

This means:

* One climbing animation works for ledges of varying heights.
* One vault animation covers obstacles of different widths.
* Interactions snap correctly regardless of where the character approaches from.

The Motion Warping system has its own full documentation covering warp targets, warp windows, and the asset configuration workflow:

<Card title="Motion Warping for Unity" icon="book" href="https://kinemation.gitbook.io/motion-warping-for-unity/">
  Complete documentation for the Kinemation Motion Warping plugin, including warp target setup, warp windows, and advanced interaction authoring.
</Card>

## Adding Climbing and Vaulting to Your Player

To enable climbing, vaulting, and other interaction animations on your player prefab, you need to add the Motion Warping components. These components sit on the root player GameObject — the same prefab that contains the character skeleton.

<Steps>
  <Step title="Select the player prefab">
    Open the Player Controller prefab in Prefab Mode, or select the player root GameObject in the scene Hierarchy.
  </Step>

  <Step title="Add the required components">
    Use **Add Component** in the Inspector and add the following Motion Warping components to the player root:

    * **MotionWarpingComponent** — the main runtime controller that receives warp commands and modifies root motion.
    * **ClimbingComponent** (or the interaction-specific component for your use case) — drives the state machine that initiates and completes the climb or vault action.

    The exact component names visible in the Add Component menu depend on which Motion Warping features you have configured. Check the Motion Warping documentation for the current component names and required fields.
  </Step>

  <Step title="Configure warp targets in your level">
    Place **WarpTarget** GameObjects at the ledge edges, vault points, or interaction locations in your scene. Each warp target defines the position and rotation the character must reach at a specific moment in the animation. The Motion Warping documentation covers warp target setup in detail.
  </Step>

  <Step title="Connect gameplay input">
    In your player controller script, call the appropriate Motion Warping API when the player presses the climb or interact button. Motion Warping takes over root-motion control for the duration of the warped animation and hands control back to your character controller when the interaction completes.
  </Step>
</Steps>

<Tip>
  The CAS demo scene includes a fully configured climbing setup. If you have imported the demo content, study the Player Controller prefab and the demo scene ledge objects to see exactly how warp targets, the Motion Warping component, and the example controller script are connected.
</Tip>

<Note>
  Motion Warping modifies **root motion** — it does not modify individual bone positions. CAS procedural modifiers (Foot IK, hand adjustments) still run after root motion is applied, so your feet will still plant correctly on the surface even during a warped climbing animation.
</Note>

## Next Steps

With climbing and vaulting in place, your character has the full CAS feature set active:

* **Layered blending** — weapon and item overlays blending naturally with locomotion.
* **Procedural animation** — foot IK, sway, recoil, and custom modifiers running on the skeleton.
* **Motion Warping** — authored animations adapted to real-world geometry at runtime.

From here, explore the [Animation Modifiers](/cas/character-animation-system/animation-modifiers) reference to add more procedural behaviours, or read the [FPS Add-on](/cas/fps) documentation to set up first-person weapon animation.
