> ## 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.

# Tools

> Configure the lighter, pot, and signal flare and connect their animations, secondary actions, and effects.

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.

| Prefab | View | Procedural asset |
| - | - | - |
| `Prefabs/Items/W_Lighter` | `SurvivalLighterView` | `PA_SurvivalPack_Lighter` |
| `Prefabs/Items/W_Pot` | `SurvivalPotView` | `PA_SurvivalPack_Pot` |
| `Prefabs/Items/W_Flare` | `SurvivalFlareView` | `PA_SurvivalPack_Flare` |

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](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unity/images/survival-pack_ligher-view-component.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=5f3d4f4bdcfb19be355c13756e509a9e)

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](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unity/images/survival-pack_pot-view-component.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=c036f9f4e9b153d22fe8f2d87544ec55)

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](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unity/images/survival-pack_flare-view-component.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=89f1773eb80e1b712e36336dd3a1851c)

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](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unity/images/survival-pack_flare-overlay-animator.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=fe309f11ae7f7a1960dc13fd4fdfaed6)

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](https://docs.kinemation.xyz/survival-pack/unity/general/items/weapons.md#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](https://docs.kinemation.xyz/survival-pack/unity/general/item-views.md) explains shared playback and initialization. [Making adjustments](https://docs.kinemation.xyz/survival-pack/unity/get-started/making-adjustments.md) covers pose placement and blending.


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