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Use this tutorial when you want the supplied Sci-Fi character and weapon examples running in an editable scene.

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 supplied Assets/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

Select exactly one scene GameObject. Pack Setup does not run when you select a prefab asset, a child bone, or multiple objects.
Confirm that Assets/KINEMATION/SciFiPack/Editor/SciFiGameplaySetupConfig.asset is imported and that the project has no script compilation errors.
Check the mapped weaponBone, the active item’s GameplayItemExample-derived component, and the view’s delayed visibility timing.
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.