Gameplay Animation Controller
GameplayAnimationController owns the skeleton map, layered animation graph, procedural feature chain, retargeting overrides, and the live values consumed by procedural jobs.
Your gameplay controller must update
moveInput, lookInput, deltaLookInput, leanInput, and isAiming. The procedural jobs read these values directly. StartAction and StopAction maintain HasActiveAction, which the supplied example uses to prevent incompatible actions from overlapping.
Gameplay Item View
GameplayItemView is the presentation base class for equipped items. It owns the item Animator graph and synchronizes a paired character/item action through GameplayCharacterItemClip.
HideBoneByName preserves the hierarchy by forcing a selected transform to a small scale during LateUpdate. UnhideBoneByName clears that forced state; the animation or event code must write the visible scale again. Use this approach when removing a magazine or cartridge transform would break animation bindings.
Gameplay Camera
GameplayCamera supports first-person and third-person placement, shoulder switching, crouch and aim offsets, obstacle tracing, camera animation, FOV interpolation, free look, and GameplayCameraShake assets.
The active item calls UpdateTargetFOV when aim state changes and PlayCameraShake when a weapon fires. A custom camera can replace this component, but your integration must reproduce those calls or move that responsibility into your own presentation layer.
Particle System Player
ParticleSystemPlayer caches all child particle systems, including inactive children. Play() and Stop() forward to the complete group. Shooter Core uses it for muzzle flashes and empty casings.
Equip flow
Supplied character
Assets/KINEMATION/SciFiPack/Prefabs/Player/FPS_SciFi_Arms.prefab is the reference character setup. Use it to compare component assignments, the mapped weapon bone, camera transforms, IK targets, and the example controller.
Pack Setup adds the shared runtime components to a custom character. Your controller can replace GameplayControllerExample or ShooterControllerExample as long as it updates the animation inputs and invokes the ItemView lifecycle.
Item views
Understand what an equipped itemโs presentation component represents and how gameplay drives it.
Set up a custom character
Add the required components and skeleton mappings before integrating custom gameplay.