> ## 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.

# Sway

> Configure Sci-Fi movement and aiming sway with spring response, clamps, application space, and ADS scaling.

export const featureImageCaption_0 = "Shooter Sway aiming and movement spring settings."

export const featureImage_0 = 
  <img
    src="/images/shooter-core/unity/shooter-sway-feature.png"
    alt="Shooter Sway feature with aiming and movement position springs, rotation springs, clamps, and ADS scale"
  />

export const productName_0 = "Sci-Fi FPS Pack"

export const adsScale_0 = "0.5"

## Overview

`ShooterSwayFeature` adds spring-based movement sway from `GameplayAnimationController.moveInput` and aiming sway from `deltaLookInput`. It applies both results to the mapped weapon bone.

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

Both **Aiming Sway** and **Movement Sway** expose the same settings:

| Field                         | Effect                                                                                 |
| ----------------------------- | -------------------------------------------------------------------------------------- |
| **Position / Rotation Scale** | Sets the output amplitude per axis. Negative rotation values invert an axis.           |
| **Speed**                     | Controls how quickly the spring responds.                                              |
| **Stiffness**                 | Controls the force returning the result toward its target.                             |
| **Damping**                   | Reduces oscillation.                                                                   |
| **Position / Rotation Clamp** | Limits the input target before the spring is evaluated.                                |
| **Damping Factor**            | Smooths the raw movement or accumulated look target.                                   |
| **Space**                     | Selects the transform space used to apply the result.                                  |
| **ADS Scale**                 | Scales the block while aiming. `0` removes it in ADS; `1` preserves its full strength. |

## Use cases

* Keep **Component Space** for predictable first-person weapon motion with the supplied {productName_0} rig.
* Tune **Scale** first, then adjust **Speed**, **Stiffness**, and **Damping** only when the response shape is wrong.
* Keep clamps small enough that a large mouse delta or movement spike cannot throw the weapon off screen.
* Start with the supplied **ADS Scale** of <code>{adsScale_0}</code> for both blocks. Lower it for a steadier sight picture.
* Set this feature's **Weight** to `0` while tuning ADS or Viewmodel Offset so spring motion does not hide alignment errors.

If sway does not respond, confirm that your controller updates `moveInput` and resets or replaces `deltaLookInput` with the current frame's look delta.

## Sci-Fi setup

`PA_Template_SciFi_FPS` uses the Shooter Core presets for both sway blocks. Both apply in component space with `0.5` ADS scale and `8` damping factor. Preserve these values as the baseline, then change amplitude per axis when a particular controller sensitivity makes the weapon move too far.
