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The Sci-Fi FPS Pack is a Unity animation pack for building responsive science-fiction weapons and characters. It includes first-person weapon animation, full-body locomotion, example characters and controllers, six weapon prefabs, procedural recoil and aiming, sound effects, and visual effects. Gameplay Framework provides the shared character, animation, retargeting, and procedural foundation. Shooter Core provides the weapon presentation, ADS, recoil, audio, and VFX layer. Both foundations are snippet-only documentation that KINEMATION packs reuse with product-specific text and images.

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Included content

  • First-person arms and animation-ready character content.
  • Full-body locomotion for first-person, third-person, and hybrid controllers.
  • Six configured weapon examples: W_ARX_Mk2, W_Gepard, W_M97, W_Onyx, W_RPG90, and W_TP12.
  • Character and item animation assets grouped by weapon.
  • Procedural profiles for offsets, aim offsets, ADS, additive movement, recoil, and sway.
  • Weapon sounds, muzzle flashes, charge effects, recoil data, and camera shakes.
  • Example controllers that demonstrate movement and weapon presentation.
The example controllers demonstrate the pack. You can keep your existing movement, combat, inventory, damage, networking, and save systems when you integrate the animations.

Start with Unity

1

Set up your character

Add Gameplay Framework, Shooter Core, camera, input, and skeleton mappings with the Sci-Fi FPS Pack Setup config.
2

Retarget the animation pack

Create an animation override and bake each weapon group for your character.
3

Tune the result

Adjust the procedural asset, feature overrides, and animation curve properties for your controller style.

Character setup

Configure a custom character.

Animation override

Retarget and bake the pack.

Making adjustments

Tune features and animation curves.

FAQ

Yes. Sci-Fi FPS Pack is an animation pack. Its example gameplay is a reference implementation, so you can connect the supplied animations and presentation components to a custom controller and character.
Yes. You can retarget the pack to Generic or Humanoid characters. Map the required Gameplay Framework bones and verify the reference pose before you bake.
No. The animations read well in both first- and third-person. Use the curve properties and procedural settings to tune a pure FPS viewmodel or a hybrid full-body controller.
Yes. The pack includes full-body locomotion and a full-body Animator Controller alongside the first-person setup.
The pack supports the Built-in Render Pipeline, Universal Render Pipeline, and High Definition Render Pipeline.