Assets/KINEMATION/SciFiPack.
Asset map
Included weapon examples
Use the closest supplied prefab as the starting point for a new Sci-Fi weapon. Replace the mesh and content while preserving the component contract.
Customize a supplied firearm
1
Duplicate the nearest prefab
Duplicate the closest
W_* prefab and rename it. Keep custom copies separate from the original package prefabs so package updates remain easy to compare.2
Replace the weapon content
Replace the mesh while preserving the item root and Shooter Core components. Duplicate matching character and weapon animation assets below
Animations/<WeaponName>.3
Pair animation and procedural assets
Assign paired character and item clips in the view component. Duplicate the closest
PA_SciFi_FPS_* procedural asset and tune its aim point and viewmodel offsets.4
Test the presentation
Replace or tune recoil data, camera shake, muzzle flash, fire sounds, capacity, and fire-mode settings. Test draw, holster, aim, fire, empty fire, reload, and inspect.
Charge VFX
P_SciFi_LightningCharge is driven by LightningChargePlayer. It finds the parent ChargeWeaponView, reads its normalized charge value, writes it to _AlphaScale, and starts or stops child particle systems as charge changes.
For a new charge weapon:
- Use
ChargeWeaponExampleandChargeWeaponView. - Assign charge-start and charge-loop clips and configure the Burst mode.
- Parent the lightning-charge prefab below the weapon and keep
LightningChargePlayeron the VFX hierarchy. - Confirm that the VFX material exposes
_AlphaScale, or change the shader/property mapping.
TP12 cartridge display
TP12CartridgeDisplay reads IWeaponAmmo from the weapon root and shows or hides the named cartridge bones. If you duplicate the TP12, keep the supplied bone names or update the script before expecting the visual ammo count to work.
Animation and procedural assets
The suppliedPA_SciFi_FPS_* assets match their weapon prefabs. Use PA_Template_SciFi_FPS.asset as the cleanest starting point for a new Sci-Fi-style weapon. A_FP_* assets are character-side clips and A_W_* assets are weapon-side clips. Pair both in a GameplayCharacterItemClip.
