Prerequisites
- Unity
6000.0.78f1. - The Input System package.
- A scene with one character root GameObject.
- A character hierarchy with an
Animator. A humanoid-style rig gives Pack Setup the best automatic mapping result.
Set up the character
1
Select the character root
Open an editable scene and select exactly one character root GameObject. Do not select a child bone, a prefab asset, or multiple objects.
2
Run Pack Setup
Choose GameObject > KINEMATION > Pack Setup, select Sci-Fi FPS Pack, and click Set Up Character.
3
Inspect the generated components
The preset adds or reuses
Animator, PlayerInput, CharacterController, ShooterControllerExample, GameplayAnimationController, a first-person Camera, GameplayCamera, FirstPersonSocket, RecoilAnimation, and AudioSource.4
Enter Play mode
Test movement, look, item switching, aim, fire, reload, fire-mode changes, and inspect. Save the scene after you confirm the references.
The first item equips below the mapped weapon bone, the camera follows the first-person socket, and the supplied weapon presentation is visible in Play mode.
Input actions
The suppliedAssets/KINEMATION/Shared/ShooterCore/Inputs_Shooter_Core.inputactions uses a map named Player and PlayerInput Send Messages behavior.
With Send Messages, action names must match handler names such as
OnMove, OnLook, OnUseItem, OnAim, OnReload, and OnChangeFireMode.
Troubleshooting
The Sci-Fi preset is missing
The Sci-Fi preset is missing
Confirm that
Assets/KINEMATION/SciFiPack/Editor/SciFiGameplaySetupConfig.asset is imported and that the project has no script compilation errors.The weapon is invisible
The weapon is invisible
Check the mapped
weaponBone, the active item’s GameplayItemExample-derived component, and the view’s delayed visibility timing.The camera clips through the head
The camera clips through the head
Assign
GameplayCamera.firstPersonSocket to a socket below the mapped head bone and assign cameraAnimationSource when the rig provides a camera bone.Next steps
- Sci-Fi content to configure the pack-specific arms, weapons, animations, audio, and VFX.
- The shared Gameplay Framework and Shooter Core snippets for reusable component reference sections.
