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Tools use GameplayItemExample to forward input to a view derived from SurvivalItemView. They are regular equipment in Item Prefabs on SurvivalPackController. Use F or the mouse wheel to equip them, the left mouse button to use them, and the right mouse button for a supported secondary action. Paths are relative to Assets/KINEMATION/SurvivalPack. Each view uses Draw and Holster for equip transitions, Item Idle Clip for the item’s resting state, and Procedural Asset for the character pose and procedural motion.

Lighter

SurvivalLighterView plays paired character and lighter animations from Animations/Lighter/Character and Animations/Lighter/Weapon. Use Animation pairs A_FP_Lighter_Light with A_W_Lighter_Light. The item side animates the lid and ignition together with the character’s hands.
Survival Lighter View with procedural asset, item idle clip, paired actions, Flame, and Sparks references

The lighter view connects the paired actions to the flame and spark effect components.

Flame strength and sparks

The item’s evaluated animation drives the view’s flameStrength property. In LateUpdate, the view copies it to SurvivalFireEffect.FlameStrength. That component updates the flame renderer, material properties, light, and motion response. Flame points to the SurvivalFireEffect on P_LighterFlame. Sparks points to a ParticleSystemPlayer on P_LighterSparks. The item clip A_W_Lighter_Draw contains a PlayLighterSparks event that calls the view at the ignition moment. Keep the animated strength property and spark event when replacing the lighter clips. Disabling the view clears flame strength and stops sparks so the effect does not remain active after the item is hidden.

Pot

SurvivalPotView adds Lid Off and Lid On action pairs. A right-mouse press toggles the open state, plays the corresponding pair, and starts an action timer for it. Releasing the button does not toggle the lid again.
Survival Pot View with Draw, Holster, Use Animation, Aim, Lid Off, and Lid On

The pot adds lid actions to the shared draw, use, and holster setup.

Use plays Use Animation only while the pot is open. The prefab assigns A_FP_Pot_Sip on the character side; the item side can stay empty when no separate pot animation is required. PA_SurvivalPack_Pot sets its holding pose. Equipping resets the pot to closed. Keep the lid pairs and sip action assigned when replacing its animations. Connect drinking effects such as thirst changes in your gameplay code at the appropriate use moment.

Signal flare

SurvivalFlareView adds activation, a throw-preparation overlay, projectile release, burn audio, and the flare effect. Its prefab connects PA_SurvivalPack_Flare, an item idle clip, Activate, Throw Release, Burn Audio, and Projectile Prefab.
Survival Flare View with paired actions, Activate, Throw Release, Burn Audio, and P_Projectile_Flare

The flare view connects activation and release animations to burn audio and the spawned flare projectile.

Activate and hold

The first use enables the child SurvivalSignalFlareEffect and plays Activate, pairing A_FP_Flare_Activate with A_W_Flare_Activate. The item clip calls PlayBurnSound to start Burn Audio. The animated flareStrength property is copied to SurvivalSignalFlareEffect.FlareStrength after the item animation evaluates. The effect component uses it to scale the flame material, smoke, sparks, and light.

Prepare and throw

PA_SurvivalPack_Flare assigns Overlay_SurvivalPack_Flare.controller. Aiming while lit sets its ThrowReady boolean. The overlay moves through idle, windup, and held preparation.
Signal flare overlay Animator with Idle, Windup, and Loop states

ThrowReady connects the flare's idle, windup, and held throw-preparation states.

A later use of the lit flare plays Throw Release, assigned to A_FP_Flare_Release, and marks a pending projectile. Its LaunchProjectile event calls the character controller, which forwards release to the active flare view. The view spawns Projectile Prefab toward the camera’s forward direction, stops burn audio, and hides the held flare. After release, it plays Draw, restores visibility, extinguishes the held effect, and clears aiming. Unequipping schedules extinguishing after holster; disabling the view cancels delayed work and extinguishes immediately. Keep the release event, burn-sound event, animated strength property, and ThrowReady parameter when changing the animations. The flare uses a fixed projectile prefab; its projectile-change method does not cycle variants. See Projectile selection and flight for the shared SurvivalProjectile settings used by the thrown flare.

Adapt a tool

Duplicate the closest prefab, replace the model, and keep the example component and matching view. Assign character and item animation assets to the correct side of each pair. Test draw, use, secondary action, interruption, and holster, then confirm that effects stop when the item is hidden. Item View explains shared playback and initialization. Making adjustments covers pose placement and blending.