> ## 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

> In this section we will cover the character prefab.

## Structure

The **FPSPlayer** prefab is a game-ready entity, that you can drag and drop to the existing level. It consists of 2 parts:

* **SK\_Arms\_Mono** (Character model).

* **Camera**

## Character

Player prefab relies on these components:

<Frame caption={"All character components."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/ef8d99b58fed8bba0baa.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=67d8f374b80185b8baabb20d52c2a004" alt="" width={396} data-path="images/fps-animation-pack/unity/ef8d99b58fed8bba0baa.png" />
</Frame>

Let's break down each component's settings and purpose.

### Animator

It's responsible for applying all animations: reloads, fire, grenade throw, movement, and others.

<Frame caption={"Animator component."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/ea696daba309fce3cfb5.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=b3c0a14ba9bd32865e3ffc2b97739f86" alt="" width={401} data-path="images/fps-animation-pack/unity/ea696daba309fce3cfb5.png" />
</Frame>

**AC\_FPS\_Character** is the main character controller. It is used as a source for all override controllers in the package.

<Tip>
  **Tip**: this controller contains empty animation clips, overridden by weapon-specific animations.
</Tip>

Because it is a part of the animation system, it will be covered later in the [Character](/fps-animation-pack/unity/animations/character) section.

### Player Input

This is a component from Unity's *New Input System* package. You can find the input map here:

<Frame caption={"Player inputs."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/6a3c6050c4b1d14405fa.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=2ca50bb158c30d014cb1ff9cc31e26b5" alt="" width={343} data-path="images/fps-animation-pack/unity/6a3c6050c4b1d14405fa.png" />
</Frame>

<Tip>
  Note: the **FPS Animation Pack** supports legacy inputs as well, so it will work even if the *New Input System* is not imported.
</Tip>

The package comes with these gameplay actions:

1. **Reload** (R).

2. **Fire** (LMB).

3. **Aim** (RMB).

4. **Change Weapon** (F).

5. **Throw Grenade** (G).

6. **Move** (WASD).

7. **Sprint** (Left Shift).

8. **Tactical Sprint** (Left Shift + X).

9. **Change Fire** Mode (B).

10. **Mouse Wheel** (instant weapon swapping).

### FPS Player

This component is responsible for weapon management and procedural animation:

<Frame caption={"FPS Player component."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/cf30d34c92e1e9c7ae01.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=bd7ec6cb357b63c0a9d022700a69e902" alt="" width={398} data-path="images/fps-animation-pack/unity/cf30d34c92e1e9c7ae01.png" />
</Frame>

* **Player Settings**: contains character-related properties.

* **Skeleton Root**: the model root bone.

* **Weapon Bone**: the weapon bone, all weapons are parented to it.

* **Weapon Bone Additive**: the bone used to apply additive movement.

* **Camera Point**: it will be used to align iron sights.

* **Right/Left Hand**: used for applying procedural animations.

  * Tip: the hand bone.

  * Mid: the elbow bone.

  * Root: the upper arm bone.

<Tip>
  **Note**: the procedural animation is running in *LateUpdate()*.
</Tip>

### Recoil Animation

This component generates procedural firing animations. You can find out more [here](/scriptable-animation-system/recoil-system/recoil-animation).

### Audio Source and FPS Player Sound

These components are used together to play general character effects, such as walking, swapping weapons, or throwing a grenade:

<Frame caption={"FPS Player Sounds."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/228fd9714945bbf1a864.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=48284bb42c108d2eb7784c38a23b9585" alt="" width={400} data-path="images/fps-animation-pack/unity/228fd9714945bbf1a864.png" />
</Frame>

## Camera

Custom camera animations and recoil shakes are applied via the **FPS Camera Animator** component:

<Frame caption={"Camera animator."}>
  <img src="https://mintcdn.com/kinemation/PlmzVQHJ3J_C1x92/images/fps-animation-pack/unity/91440b21c5c78e21c4cf.png?fit=max&auto=format&n=PlmzVQHJ3J_C1x92&q=85&s=007a2c05a798d7a0ad8d585e38a1311c" alt="" width={401} data-path="images/fps-animation-pack/unity/91440b21c5c78e21c4cf.png" />
</Frame>

<Tip>
  **Note**: camera curves exist in character animations, so whenever a player clip is played - it will also animate the camera.
</Tip>
