> ## 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.

# Sci-Fi content

> Customize the supplied Sci-Fi arms, weapons, animation assets, audio, recoil data, and VFX.

The Sci-Fi content layer builds on the shared Gameplay Framework and Shooter Core snippets used across KINEMATION Unity packs. Its content root is `Assets/KINEMATION/SciFiPack`.

## Asset map

| Path                                    | Contents                                                                |
| --------------------------------------- | ----------------------------------------------------------------------- |
| `Animations`                            | Character and weapon animation assets grouped by weapon.                |
| `Prefabs/Player/FPS_SciFi_Arms.prefab`  | First-person arms and the mapped camera/IK hierarchy.                   |
| `Prefabs/Weapons`                       | `W_ARX_Mk2`, `W_M97`, `W_Onyx`, `W_RPG90`, and `W_TP12` weapon prefabs. |
| `Prefabs/Attachments`                   | `ARX_Holograph` attachment content.                                     |
| `Recoil`                                | Weapon recoil and camera-shake assets.                                  |
| `SFX`                                   | Weapon audio assets.                                                    |
| `VFX/Prefabs`                           | `P_SciFi_MuzzleFlash` and `P_SciFi_LightningCharge`.                    |
| `Editor/SciFiGameplaySetupConfig.asset` | The **Sci-Fi FPS Pack** Pack Setup preset.                              |

## Included weapon examples

| Prefab      | Demonstrated setup                                                                                           |
| ----------- | ------------------------------------------------------------------------------------------------------------ |
| `W_ARX_Mk2` | Charge-capable rifle using `ChargeWeaponExample` and `ChargeWeaponView`, with the lightning-charge VFX path. |
| `W_M97`     | Throwable item presentation using `GameplayItemExample` and `ThrowableItemView`.                             |
| `W_Onyx`    | Revolver behavior using `WeaponExample` and `RevolverWeaponView`.                                            |
| `W_RPG90`   | Single-capacity weapon example with scope and reticle content.                                               |
| `W_TP12`    | Shotgun presentation using `WeaponExample`, `ShotgunWeaponView`, and `TP12CartridgeDisplay`.                 |

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

<Steps>
  <Step title="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.
  </Step>

  <Step title="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>`.
  </Step>

  <Step title="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.
  </Step>

  <Step title="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.
  </Step>
</Steps>

## 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:

1. Use `ChargeWeaponExample` and `ChargeWeaponView`.
2. Assign charge-start and charge-loop clips and configure the Burst mode.
3. Parent the lightning-charge prefab below the weapon and keep `LightningChargePlayer` on the VFX hierarchy.
4. 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 supplied `PA_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`.

## Troubleshooting

| Symptom                                 | Check                                                                                                    |
| --------------------------------------- | -------------------------------------------------------------------------------------------------------- |
| The arms or weapon pose is incorrect    | Check the mapped humanoid skeleton, base pose, and active procedural asset.                              |
| A weapon changes but is invisible       | Check the mapped weapon bone and the view’s delayed visibility timing.                                   |
| Charge effect appears at the wrong time | Check the parent `ChargeWeaponView`, Burst-mode setup, charge value, and `_AlphaScale` material support. |
