This page explains how to set up your character with Survival Pack.
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__snippet_CharacterSetupComponents_pkejjx=({gameplayFrameworkImageCaption,gameplayFrameworkImage,shooterCoreImageCaption,shooterCoreImage,controllerComponent,productSetupNote,skeletonImageCaption,skeletonImage})=>{const{Frame,Note}=_provideComponents()||{};if(!Frame)_missingMdxReference(`Frame`,true);if(!Note)_missingMdxReference(`Note`,true);return _jsxs(_Fragment,{children:[_jsx(`h2`,{id:`added-components`,children:`Added components`}),_jsx(`p`,{children:`Pack Setup adds and configures the following components for your character.`}),_jsx(Frame,{caption:gameplayFrameworkImageCaption,children:gameplayFrameworkImage}),_jsx(Frame,{caption:shooterCoreImageCaption,children:shooterCoreImage}),_jsxs(`table`,{children:[_jsx(`thead`,{children:_jsxs(`tr`,{children:[_jsx(`th`,{children:`Object`}),_jsx(`th`,{children:`Component`}),_jsx(`th`,{children:`Purpose`})]})}),_jsxs(`tbody`,{children:[_jsxs(`tr`,{children:[_jsx(`td`,{children:`Character root`}),_jsx(`td`,{children:_jsx(`code`,{children:`Animator`})}),_jsx(`td`,{children:`Plays the locomotion controller assigned by Pack Setup.`})]}),_jsxs(`tr`,{children:[_jsx(`td`,{children:`Character root`}),_jsx(`td`,{children:_jsx(`code`,{children:`PlayerInput`})}),_jsxs(`td`,{children:[`Sends actions from the `,_jsx(`code`,{children:`Player`}),` action map.`]})]}),_jsxs(`tr`,{children:[_jsx(`td`,{children:`Character root`}),_jsx(`td`,{children:_jsx(`code`,{children:`CharacterController`})}),_jsx(`td`,{children:`Moves the example character and handles collision.`})]}),_jsxs(`tr`,{children:[_jsx(`td`,{children:`Character root`}),_jsx(`td`,{children:_jsx(`code`,{children:controllerComponent})}),_jsx(`td`,{children:`Handles the pack's example movement and weapon input.`})]}),_jsxs(`tr`,{children:[_jsx(`td`,{children:`Character root`}),_jsx(`td`,{children:_jsx(`code`,{children:`GameplayAnimationController`})}),_jsx(`td`,{children:`Maps the skeleton and evaluates animation 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character.`})]})]})]}),_jsx(Note,{children:productSetupNote}),_jsx(`h2`,{id:`troubleshooting`,children:`Troubleshooting`}),_jsx(`h3`,{id:`check-the-skeleton-mapping`,children:`Check the skeleton mapping`}),_jsxs(`p`,{children:[`If animation or camera behavior looks incorrect, select the character root and open the `,_jsx(`strong`,{children:`Skeleton`}),` tab on`,` `,_jsx(`code`,{children:`GameplayAnimationController`}),`. 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Keep generated files in your own project folder instead of the imported pack folder.`]}),_jsx(`h3`,{id:`adjust-the-retarget`,children:`Adjust the retarget`}),_jsx(`p`,{children:`Open the preview and compare the source and target characters before baking the complete pack.`}),_jsx(Frame,{caption:retargetPreviewImageCaption,children:retargetPreviewImage}),_jsxs(`ol`,{children:[_jsxs(`li`,{children:[`Assign a `,_jsx(`strong`,{children:`Target Pose`}),` when the target's shoulders, wrists, or fingers do not match the source reference pose.`]}),_jsx(`li`,{children:`Enable the transform controls.`}),_jsx(`li`,{children:`Select a weapon, hand, foot, arm-pole, or leg-pole target.`}),_jsx(`li`,{children:`Move the handle to correct the IK target offset.`}),_jsx(`li`,{children:`Preview an idle animation and check both hands before you bake an entire weapon group.`})]}),_jsx(`p`,{children:`The window stores the IK offsets in the animation override.`}),_jsx(Frame,{caption:retargetHandlesImageCaption,children:retargetHandlesImage}),_jsx(`h3`,{id:`bake-one-weapon-at-a-time`,children:`Bake one weapon at a time`}),_jsxs(`p`,{children:[`Open the `,_jsx(`strong`,{children:`Animations`}),` tab. Animation assets are grouped by weapon. Animator Controllers appear in a separate group.`]}),_jsx(Frame,{caption:animationSelectionImageCaption,children:animationSelectionImage}),_jsxs(Steps,{children:[_jsx(Step,{title:`Select a weapon group`,children:_jsxs(`p`,{children:[`Expand one group and click `,_jsx(`strong`,{children:`All`}),`. Clear unrelated groups with `,_jsx(`strong`,{children:`None`}),`.`]})}),_jsx(Step,{title:`Select the controller`,children:_jsx(`p`,{children:`Include the matching Animator Controller when the config provides one.`})}),_jsx(Step,{title:`Bake the selection`,children:_jsxs(`p`,{children:[`Click `,_jsx(`strong`,{children:`Bake Selected To Override`}),`. Test the generated animations before selecting the next weapon.`]})})]}),_jsx(`p`,{children:`The status column identifies each entry:`}),_jsxs(`ul`,{children:[_jsxs(`li`,{children:[_jsx(`strong`,{children:`New`}),` has not been baked.`]}),_jsxs(`li`,{children:[_jsx(`strong`,{children:`Baked`}),` matches the current source.`]}),_jsxs(`li`,{children:[_jsx(`strong`,{children:`Outdated`}),` was baked before the source asset changed.`]})]}),_jsx(`h3`,{id:`find-the-baked-animations`,children:`Find the baked animations`}),_jsxs(`p`,{children:[`The retargeter creates these folders below `,_jsx(`code`,{children:outputFolder}),`:`]}),_jsxs(`table`,{children:[_jsx(`thead`,{children:_jsxs(`tr`,{children:[_jsx(`th`,{children:`Folder`}),_jsx(`th`,{children:`Output`})]})}),_jsxs(`tbody`,{children:[_jsxs(`tr`,{children:[_jsx(`td`,{children:_jsx(`code`,{children:`FBX`})}),_jsxs(`td`,{children:[`Baked clips named `,_jsx(`code`,{children:`\u003cTarget>_\u003cSourceClip>.fbx`})]})]}),_jsxs(`tr`,{children:[_jsx(`td`,{children:_jsx(`code`,{children:`GameplayAssets`})}),_jsxs(`td`,{children:[`Retargeted `,_jsx(`code`,{children:`GameplayAnimationAsset`}),` files`]})]}),_jsxs(`tr`,{children:[_jsx(`td`,{children:_jsx(`code`,{children:`Controllers`})}),_jsxs(`td`,{children:[`Retargeted `,_jsx(`code`,{children:`AnimatorOverrideController`}),` files`]})]})]})]}),_jsx(`p`,{children:`Select the output folder in the Project window to inspect the generated files. Rebaking updates the same outputs and refreshes the replacement map.`}),_jsx(`h3`,{id:`how-the-override-is-applied`,children:`How the override is applied`}),_jsx(`p`,{children:`The override maps each original animation asset, clip, or Animator Controller to its retargeted replacement. When no replacement exists, Gameplay Framework uses the original asset.`}),_jsx(`h3`,{id:`use-multiple-overrides`,children:`Use multiple overrides`}),_jsxs(`p`,{children:[`For additional animation sets, you can manage overrides from the controller's `,_jsx(`strong`,{children:`Override`}),` tab. The override used during this setup is already assigned.`]}),_jsx(Frame,{caption:overrideListImageCaption,children:overrideListImage}),_jsx(`p`,{children:`Gameplay Framework checks overrides in list order. The first valid replacement wins. Keep overrides focused on separate packs or non-overlapping animation sets. If two overrides replace the same source asset, remove and add them again in the priority you need.`})]})};const __snippet_PackSetup_pkejjx=({productName,characterSource,setupMenu,configurationName,setupImageCaption,setupImage})=>{const{Frame,Step,Steps}=_provideComponents()||{};if(!Frame)_missingMdxReference(`Frame`,true);if(!Step)_missingMdxReference(`Step`,true);if(!Steps)_missingMdxReference(`Steps`,true);return _jsxs(_Fragment,{children:[_jsxs(`h2`,{id:`set-up-productname`,children:[`Set up `,productName]}),_jsxs(Steps,{children:[_jsxs(Step,{title:`Add the character to the scene`,children:[_jsxs(`p`,{children:[`Add `,characterSource,` to an editable Unity scene. Select the root GameObject that contains the `,_jsx(`code`,{children:`Animator`}),`.`]}),_jsx(`p`,{children:`Pack Setup requires one scene GameObject. Do not select a prefab asset, child bone, or multiple objects.`})]}),_jsx(Step,{title:`Open Pack Setup`,children:_jsxs(`p`,{children:[`Right-click the character in the Hierarchy and choose`,` `,_jsx(`strong`,{children:setupMenu}),`.`]})}),_jsxs(Step,{title:`Apply the pack config`,children:[_jsxs(`p`,{children:[`Select `,_jsx(`strong`,{children:configurationName}),` and click`,` `,_jsx(`strong`,{children:`Set Up Character`}),`.`]}),_jsx(Frame,{caption:setupImageCaption,children:setupImage})]})]})]})};const CharacterSetup=({installationHref,productName,configurationName,setupImageCaption,setupImage,sourceModel,sourcePose,outputFolder,controllerComponent,controllerImageCaption,controllerImage,productSetupNote,relatedLinks,testInstructions})=>{const _components={a:`a`,..._provideComponents()},{Check}=_components;if(!Check)_missingMdxReference(`Check`,true);return _jsxs(_Fragment,{children:[_jsx(`h2`,{id:`before-you-begin`,children:`Before you begin`}),_jsxs(`ul`,{children:[_jsxs(`li`,{children:[_jsxs(_components.a,{href:installationHref,children:[`Install `,productName]}),` in your project.`]}),_jsx(`li`,{children:`Ensure Unity's Input System package is installed.`})]}),_jsx(__snippet_PackSetup_pkejjx,{productName,characterSource:`your custom character`,setupMenu:`KINEMATION ▸ Pack Setup`,configurationName,setupImageCaption,setupImage}),_jsx(`h2`,{id:`retarget-the-animations`,children:`Retarget the animations`}),_jsxs(`p`,{children:[`Pack Setup automatically opens`,` `,_jsx(`strong`,{children:`Animation Override Retarget`}),` for your character. Continue in that window to configure and bake the animations.`]}),_jsx(__snippet_AnimationOverride_pkejjx,{sourceModel,sourcePose,outputFolder,retargetSetupImageCaption:`Configure the source model, target model, poses, and output folder.`,retargetSetupImage:_jsx(`img`,{src:`/images/gameplay-framework/unity/retarget-window-setup.png`,alt:`Animation Override Retarget Setup tab with model, pose, and output settings`}),retargetPreviewImageCaption:`Preview the source and target animations before baking.`,retargetPreviewImage:_jsx(`img`,{src:`/images/gameplay-framework/unity/animation-override-retarget-window.png`,alt:`Animation Override Retarget window previewing source and target characters`}),retargetHandlesImageCaption:`Adjust weapon, hand, foot, and pole targets with the viewport handles.`,retargetHandlesImage:_jsx(`img`,{src:`/images/gameplay-framework/unity/retarget-window-handles.png`,alt:`Animation Override Retarget viewport with an IK target selected`}),animationSelectionImageCaption:`Select and bake animations one item group at a time.`,animationSelectionImage:_jsx(`img`,{src:`/images/gameplay-framework/unity/retarget-window-animations.png`,alt:`Animation Override Retarget Animations tab with groups and bake statuses`}),overrideListImageCaption:`Animation overrides assigned to Gameplay Animation Controller.`,overrideListImage:_jsx(`img`,{src:`/images/gameplay-framework/unity/gameplay-animation-controller-override.png`,alt:`Gameplay Animation Controller Override tab with its override list`})}),_jsx(__snippet_CharacterSetupComponents_pkejjx,{controllerComponent,gameplayFrameworkImageCaption:`Gameplay Animation Controller added to the character root.`,gameplayFrameworkImage:_jsx(`img`,{src:`/images/gameplay-framework/unity/gameplay-framework-components.png`,alt:`Gameplay Animation Controller general settings on the 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