> ## 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.

# Installation

> Set up the Sci-Fi FPS Pack character, input actions, camera, and supplied weapon loadout in Unity.

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

<Steps>
  <Step title="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.
  </Step>

  <Step title="Run Pack Setup">
    Choose **GameObject > KINEMATION > Pack Setup**, select **Sci-Fi FPS Pack**, and click **Set Up Character**.
  </Step>

  <Step title="Inspect the generated components">
    The preset adds or reuses `Animator`, `PlayerInput`, `CharacterController`, `ShooterControllerExample`, `GameplayAnimationController`, a first-person `Camera`, `GameplayCamera`, `FirstPersonSocket`, `RecoilAnimation`, and `AudioSource`.
  </Step>

  <Step title="Enter Play mode">
    Test movement, look, item switching, aim, fire, reload, fire-mode changes, and inspect. Save the scene after you confirm the references.
  </Step>
</Steps>

<Check>
  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.
</Check>

## Input actions

The supplied `Assets/KINEMATION/Shared/ShooterCore/Inputs_Shooter_Core.inputactions` uses a map named `Player` and `PlayerInput` **Send Messages** behavior.

| Action                    | Default binding          |
| ------------------------- | ------------------------ |
| Move / Look               | `WASD` / mouse delta     |
| Fire / Aim                | Left mouse / right mouse |
| Reload / change fire mode | `R` / `B`                |
| Change item / inspect     | `F` / `I`                |
| Sprint / crouch / jump    | Left Shift / `C` / Space |
| Lean / free look          | `Q` and `E` / Left Ctrl  |
| Toggle walk               | Left Alt                 |

With **Send Messages**, action names must match handler names such as `OnMove`, `OnLook`, `OnUseItem`, `OnAim`, `OnReload`, and `OnChangeFireMode`.

## Troubleshooting

<Accordion title="The menu item is disabled">
  Select exactly one scene GameObject. Pack Setup does not run when you select a prefab asset, a child bone, or multiple objects.
</Accordion>

<Accordion title="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.
</Accordion>

<Accordion title="The weapon is invisible">
  Check the mapped `weaponBone`, the active item’s `GameplayItemExample`-derived component, and the view’s delayed visibility timing.
</Accordion>

<Accordion title="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.
</Accordion>

## Next steps

* [Sci-Fi content](/sci-fi-fps-pack/unity/gameplay/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.
