Before you begin
- Install the Sci-Fi FPS Pack in your project.
- Ensure Unity’s Input System package is installed.
Set up Sci-Fi FPS Pack
1
Add the character to the scene
Add your custom character to an editable Unity scene. Select the root GameObject that contains the
Animator.Pack Setup requires one scene GameObject. Do not select a prefab asset, child bone, or multiple objects.2
Open Pack Setup
Right-click the character in the Hierarchy and choose KINEMATION ▸ Pack Setup.
3
Apply the pack config
Select Sci-Fi FPS and click Set Up Character.
Retarget the animations
Pack Setup automatically opens Animation Override Retarget for your character. Continue in that window to configure and bake the animations.Configure retargeting
Use the Setup tab to define the source and target rigs.
The output folder must be inside
Assets. Keep generated files in your own project folder instead of the imported pack folder.
Adjust the retarget
Open the preview and compare the source and target characters before baking the complete pack.- Assign a Target Pose when the target’s shoulders, wrists, or fingers do not match the source reference pose.
- Enable the transform controls.
- Select a weapon, hand, foot, arm-pole, or leg-pole target.
- Move the handle to correct the IK target offset.
- Preview an idle animation and check both hands before you bake an entire weapon group.
Bake one weapon at a time
Open the Animations tab. Animation assets are grouped by weapon. Animator Controllers appear in a separate group.1
Select a weapon group
Expand one group and click All. Clear unrelated groups with None.
2
Select the controller
Include the matching Animator Controller when the config provides one.
3
Bake the selection
Click Bake Selected To Override. Test the generated animations before selecting the next weapon.
- New has not been baked.
- Baked matches the current source.
- Outdated was baked before the source asset changed.
Find the baked animations
The retargeter creates these folders belowAssets/MyGame/Animations/SciFiFPS/Retargeted/MyCharacter:
Select the output folder in the Project window to inspect the generated files. Rebaking updates the same outputs and refreshes the replacement map.
How the override is applied
The override maps each original animation asset, clip, or Animator Controller to its retargeted replacement. When no replacement exists, Gameplay Framework uses the original asset.Use multiple overrides
For additional animation sets, you can manage overrides from the controller’s Override tab. The override used during this setup is already assigned. Gameplay Framework checks overrides in list order. The first valid replacement wins. Keep overrides focused on separate packs or non-overlapping animation sets. If two overrides replace the same source asset, remove and add them again in the priority you need.Added components
Pack Setup adds and configures the following components for your character.The Sci-Fi FPS config assigns the input actions, camera settings, starting items, and character controller settings.
Troubleshooting
Check the skeleton mapping
If animation or camera behavior looks incorrect, select the character root and open the Skeleton tab onGameplayAnimationController. Check the lower body, spine, neck, arms, fingers, and IK groups.
If some bone references are missing, expand your character’s skeleton in the Hierarchy. Drag and drop each bone Transform into its respective slot in the Skeleton tab. Confirm that each slot points to the matching bone on your character.
Learn more
- Character explains the character components and camera setup.
- Animation system explains how animation layers and retargeted replacements work together.
- Weapons explains the weapon settings and individual weapon behaviors.
- Making adjustments covers animation weights and curves.
Test your character
Press Play to test the character movement, animations, firing and other mechanics. Check that the hands stay aligned with the weapon and the camera follows the character.If it does not work as expected, exit Play mode and follow Check the skeleton mapping.