> ## 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.

# 📖 Content overview

> This page explains what is included in the pack and where to find it.

## Overview

The Sci-Fi FPS Pack includes animated first-person arms, six weapon and item prefabs, character and weapon animations, procedural animation settings, recoil, sounds, visual effects, and a demo scene.

Most content is in `Assets/KINEMATION/SciFiFPSPack`. The shared animation and gameplay scripts are in `Assets/KINEMATION/Shared`, and the recoil system is in `Assets/KINEMATION/ProceduralRecoilAnimationSystem`.

## Try the demo

Open `SciFiFPSPack/DemoScene/Sci-Fi_FPS_Demo.unity` and click **Play**. The scene lets you try the character controls and weapon animations together.

Use **F** to change items, the left mouse button to use an item, the right mouse button to aim, **R** to reload, and **B** to change fire mode. [Character](/sci-fi-fps-pack/unity/general/character-runtime) lists the controls and explains the code behind them.

## Folder contents

<Frame caption="Open SciFiFPSPack to browse the included content.">
  <img src="https://mintcdn.com/kinemation/sXcjpEaGlbDk0INf/images/sci-fi-fps-pack/unity/sci-fi-fps-pack_main-content-folders.png?fit=max&auto=format&n=sXcjpEaGlbDk0INf&q=85&s=d58c455cac00a676528d0263697a6d73" alt="Main content folders in SciFiFPSPack" width="392" height="259" data-path="images/sci-fi-fps-pack/unity/sci-fi-fps-pack_main-content-folders.png" />
</Frame>

These paths are relative to `Assets/KINEMATION/SciFiFPSPack`.

| Folder                | Contents                                                                                                              |
| --------------------- | --------------------------------------------------------------------------------------------------------------------- |
| `Animations`          | Character and item animations, Gameplay Animation Assets, Animator Controllers, and the retargeting animation config. |
| `Meshes`              | Character, weapon, and attachment models and their related art assets.                                                |
| `Prefabs/Player`      | The configured `FPS_SciFi_Arms.prefab` character.                                                                     |
| `Prefabs/Weapons`     | Weapon and throwable prefabs, the common procedural template, and per-weapon procedural assets.                       |
| `Prefabs/Attachments` | The `ARX_Holograph.prefab` sight attachment.                                                                          |
| `Recoil`              | Weapon recoil data and camera-shake assets.                                                                           |
| `SFX`                 | Weapon sounds and general sounds such as footsteps, jumping, and landing.                                             |
| `VFX`                 | Muzzle-flash and lightning-charge prefabs with their materials, textures, and shaders.                                |
| `UI`                  | Helmet HUD and control-row prefabs and UI assets.                                                                     |
| `DemoScene`           | The playable demo and its environment modules.                                                                        |
| `Scripts`             | Pack setup code, the setup config, HUD scripts, lightning-charge control, and the TP12 cartridge display.             |

The setup preset is `Scripts/Editor/SciFiGameplaySetupConfig.asset`. It references the animation config, locomotion controller, Input Actions asset, starting items, and character sounds.

### Shared systems

**Gameplay Framework** contains the animation controller, skeleton mapping, retargeting, Item View, camera, and basic character examples.

**Shooter Core** adds weapon views, firearm examples, ADS, recoil application, and sway. The example uses `Shared/ShooterCore/Inputs_Shooter_Core.inputactions`.

**KAnimationCore** contains common animation utilities and editor tools. Keep these shared folders with the pack; the pack's components use them.

## Weapons and items

<Frame caption="The weapon and item prefabs are in Prefabs/Weapons.">
  <img src="https://mintcdn.com/kinemation/sXcjpEaGlbDk0INf/images/sci-fi-fps-pack/unity/sci-fi-fps_all-weapon-refabs.png?fit=max&auto=format&n=sXcjpEaGlbDk0INf&q=85&s=9f2e14993ab2b7221a3f678cd91fe3ad" alt="Weapon and throwable prefabs included in Sci-Fi FPS Pack" width="576" height="362" data-path="images/sci-fi-fps-pack/unity/sci-fi-fps_all-weapon-refabs.png" />
</Frame>

| Prefab      | Included behavior                                                           |
| ----------- | --------------------------------------------------------------------------- |
| `W_ARX_Mk2` | Rifle with semi, automatic, and hold-to-charge firing.                      |
| `W_Gepard`  | Rifle with semi and automatic fire.                                         |
| `W_M97`     | Throwable with preparation, held loop, release, and redraw animations.      |
| `W_Onyx`    | Revolver with reload animations for different numbers of missing rounds.    |
| `W_RPG90`   | Single-round launcher with firing and reload animations.                    |
| `W_TP12`    | Shotgun with repeated shell loading, pump actions, and a cartridge display. |

Each prefab already has its animation references and item components assigned. See [Weapons](/sci-fi-fps-pack/unity/general/weapon-runtime) for how each one works and which settings to change.

The Pack Setup item list can be a subset of the available prefabs. Add another prefab to **Item Prefabs** on the character controller when you want it in the character's item cycle.

## Animations

`Animations` is divided into `ARX_Mk1`, `Gepard`, `M97`, `Onyx_Revolver`, `RPG90`, `TP12`, and `General`. The ARX animation folder is named `ARX_Mk1` even though the equipped prefab is `W_ARX_Mk2`.

Weapon folders group the character and item animations for actions such as idle, draw, holster, fire, reload, inspect, and aiming. Specialized items also contain charge, throw, or repeated reload animations.

`General/Character/AC_FPS_SciFi.controller` is the locomotion controller used by Pack Setup. `Animations/Sci-Fi_FPS_Pack.asset` is the animation config used by retargeting.

A clip stores the animated motion. A Gameplay Animation Asset stores that clip together with its mask, playback speed, and blending settings. [Animation system](/sci-fi-fps-pack/unity/general/animation-system) explains how to edit and play them.

## Procedural animation and effects

`Prefabs/Weapons/PA_Template_SciFi_FPS.asset` contains the common procedural features. The `PA_SciFi_FPS_*` assets set individual weapon poses and alignment. See [Procedural animation](/sci-fi-fps-pack/unity/general/features/index) for editing and runtime use.

`VFX/Prefabs` contains `P_SciFi_MuzzleFlash`, `P_SciFi_MuzzleFlash_Gepard`, and `P_SciFi_LightningCharge`. The lightning effect follows the charge weapon's animated charge value. Recoil motion and camera shake are configured separately on each weapon.

## Naming conventions

KINEMATION Unity content packs use the same asset prefixes. The prefix identifies the asset's role; the remainder identifies the product, item, or action.

| Prefix                | Asset role                            | Example pattern                         |
| --------------------- | ------------------------------------- | --------------------------------------- |
| <code>W\_</code>      | Equipped item or weapon prefab        | <code>W\_\<ItemName></code>             |
| <code>PA\_</code>     | Gameplay procedural asset or override | <code>PA\_\<Pack>\_\<ItemName></code>   |
| <code>A\_FP\_</code>  | Character-side first-person animation | <code>A\_FP\_\<Item>\_\<Action></code>  |
| <code>A\_W\_</code>   | Item- or weapon-side animation        | <code>A\_W\_\<Item>\_\<Action></code>   |
| <code>A\_Cam\_</code> | Camera animation                      | <code>A\_Cam\_\<Item>\_\<Action></code> |
| <code>AC\_</code>     | Animator Controller                   | <code>AC\_\<Pack></code>                |
| <code>Mask\_</code>   | Avatar Mask                           | <code>Mask\_\<Purpose></code>           |
| <code>P\_</code>      | Particle or visual-effect prefab      | <code>P\_\<EffectName></code>           |
| <code>Recoil\_</code> | Recoil animation data                 | <code>Recoil\_\<ItemName></code>        |
| <code>Shake\_</code>  | Gameplay camera-shake asset           | <code>Shake\_\<ItemName></code>         |

Use the prefix to find the asset type, then match the weapon and action names when assigning animation pairs.

For example, pair a character's `A_FP_*` action with the matching weapon's `A_W_*` action on Item View. Use the `PA_*` asset to adjust that weapon's idle pose and procedural motion.

## Set up your character

Follow [Character setup](/sci-fi-fps-pack/unity/get-started/character-setup) to configure a custom model, retarget the animations, and test the character in Play mode.
