> ## 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.

# Procedural additives

> Blend Sci-Fi additive weapon motion and runtime recoil for idle, movement, hip fire, and ADS.

export const featureImageCaption_0 = "Procedural Additives scales for hip fire and ADS."

export const featureImage_0 = 
  <img
    src="/images/shooter-core/unity/shooter-additive-feature.png"
    alt="Shooter Procedural Additives feature with space offset and idle, walk, hip, and ADS scales"
  />

export const productName_0 = "Sci-Fi FPS Pack"

export const hipIdle_0 = "0.6"

export const hipWalk_0 = "1"

export const adsIdle_0 = "0.1"

export const adsWalk_0 = "0.2"

## Overview

`ShooterAdditiveFeature` applies authored motion from the mapped `weaponBoneAdditive` bone and runtime output from `RecoilAnimation` to the mapped weapon bone. It selects separate idle and moving scales for hip fire and ADS.

<Frame caption={featureImageCaption_0}>
  {featureImage_0}
</Frame>

| Field                         | Effect                                                                 |
| ----------------------------- | ---------------------------------------------------------------------- |
| **Weight**                    | Blends the complete additive and recoil result.                        |
| **Space Offset**              | Rotates additive translation into the character's expected axis space. |
| **Additive Scale / Idle**     | Scales authored additive motion while stationary in hip fire.          |
| **Additive Scale / Walk**     | Scales authored additive motion while moving in hip fire.              |
| **Additive Aim Scale / Idle** | Scales authored additive motion while stationary in ADS.               |
| **Additive Aim Scale / Walk** | Scales authored additive motion while moving in ADS.                   |

## Use cases

* Keep **Space Offset** unchanged when using the supplied {productName_0} skeleton and animations.
* Use the shipped template as a baseline: hip idle <code>{hipIdle_0}</code>, hip walk <code>{hipWalk_0}</code>, ADS idle <code>{adsIdle_0}</code>, and ADS walk <code>{adsWalk_0}</code>.
* Reduce ADS scales when breathing or locomotion makes the sight picture unstable.
* Keep a small nonzero ADS scale when you want visible breathing and movement while aiming.
* Tune recoil through the equipped weapon's `RecoilAnimData`. This feature consumes the resulting `RecoilAnimation.RecoilTransform`; it does not define the recoil curve itself.

Movement state is inferred from the controller transform's frame-to-frame position. If your character moves a visual child instead of the object containing `GameplayAnimationController`, the feature may continue using the idle scale.

## Sci-Fi setup

The template values preserve full authored movement while walking in hip fire, reduce stationary hip motion to `0.6`, and strongly reduce motion in ADS. Tune `RecoilAnimData` per weapon for firing behavior; keep these scales focused on how that result and the authored additive bone blend into the final weapon pose.
