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Survival Pack items combine a prefab, an example gameplay component, and an item view. The character controller reads input and calls the example component. The view plays the character and item animations, applies the procedural pose, and controls sounds and effects.

Weapons

Hunting rifle, bow, spear, knife, and axe: firing, reloads, attacks, blocking poses, and projectiles.

Tools

Lighter, pot, and signal flare: secondary actions, animation-driven effects, and throwing.

Consumables

Food, medicine, and drinking items: controller sequencing, repeated uses, and visible consumption stages.

How the components connect

An action uses GameplayCharacterItemClip to pair a character animation asset, an optional item animation asset, and a sound. The character side moves the hands and body. The item side moves parts such as the rifle bolt, bow string, bottle cap, or lighter lid. Static items such as the knife can use character-only actions. Leave the item side empty when the model has no separate motion to play.

Equip and switch

The regular Item Prefabs list contains the five weapons, three tools, and water bottle. The controller creates them below the mapped weapon bone and equips the first item. F and the mouse wheel cycle this list. The view’s equip method initializes references to the player, applies its procedural asset, and plays the draw animation. Before changing items, the controller stops use and aim, waits for the old item’s holster duration, then equips the next item and waits for its draw duration. The separate Consumable Prefabs list contains food and medicine. Its controller sequence temporarily replaces the regular item, plays consumption, then restores the previous item. See Consumables for the full sequence.

Animation setup

Keep character and item clips on the matching side of each action. Assign the item’s resting clip to Item Idle Clip and its character pose or overlay controller through Procedural Asset. Use an overlay Animator for continuous states such as drawing the bow, preparing a throw, or blending into an axe block. Use action pairs for discrete motions such as draw, attack, reload, use, and holster. The child pages show how each view connects those actions to the overlay parameters and animation events. Item View explains the shared playback methods. Animation system explains character blending and paired assets. Character covers input and equipment setup.