> ## 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.

# ◻️Sway

> This page explains how movement and mouse input add sway to the weapon.

## Overview

`ShooterSwayFeature` adds spring-based movement sway from `GameplayAnimationController.moveInput` and aiming sway from `deltaLookInput`. It applies both results to the mapped weapon bone.

![Shooter Sway feature with aiming and movement position springs, rotation springs, clamps, and ADS scale](https://docs.kinemation.xyz/images/shooter-core/unity/shooter-sway-feature.png)

Shooter Sway aiming and movement spring settings.

Both **Aiming Sway** and **Movement Sway** expose the same settings:

| Field | Effect |
| - | - |
| **Position / Rotation Scale** | Sets the output amplitude per axis. Negative rotation values invert an axis. |
| **Speed** | Controls how quickly the spring responds. |
| **Stiffness** | Controls the force returning the result toward its target. |
| **Damping** | Reduces oscillation. |
| **Position / Rotation Clamp** | Limits the input target before the spring is evaluated. |
| **Damping Factor** | Smooths the raw movement or accumulated look target. |
| **Space** | Selects the transform space used to apply the result. |
| **ADS Scale** | Scales the block while aiming. `0` removes it in ADS; `1` preserves its full strength. |

## Use cases

* Keep **Component Space** for predictable first-person weapon motion with the Survival Pack example rig.
* Tune **Scale** first, then adjust **Speed**, **Stiffness**, and **Damping** only when the sway reacts too slowly or oscillates too much.
* Keep clamps small enough that a large mouse delta or movement spike cannot throw the weapon off screen.
* Start with the template **ADS Scale** of `0.5` for both blocks. Lower it for a steadier sight picture.
* Set this feature's **Weight** to `0` while tuning ADS or Viewmodel Offset so spring motion does not hide alignment errors.

If sway does not respond, confirm that your controller updates `moveInput` and resets or replaces `deltaLookInput` with the current frame's look delta.

## Survival Pack setup

`PA_SurvivalPack_Base` uses component-space aiming and movement sway, both with an ADS scale of `0.5` and damping factor of `8`. Begin with these shared settings, then override the feature for an item whose size or grip needs a different response.


This documentation is built and hosted on [Mintlify](https://mintlify.com), a developer documentation platform.