> ## 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.

# 🏃 Character setup

> This page explains how to set up your character with Survival Pack.

## Before you begin

<ul><li>[Install Survival Pack](https://docs.kinemation.xyz/survival-pack/unity/get-started/installation.md) in your project.</li>
<li>Ensure Unity's Input System package is installed.</li></ul>

## Set up Survival Pack

**1. Add the character to the scene**

Add your custom character to an editable Unity scene. Select the root
GameObject that contains the `Animator`.

Pack Setup requires one scene GameObject. Do not select a prefab
asset, child bone, or multiple objects.

**2. Open Pack Setup**

Right-click the character in the Hierarchy and choose
**KINEMATION ▸ Pack Setup**.

**3. Apply the pack config**

Select **Survival Pack** and click
**Set Up Character**.

![Survival Pack selected in KINEMATION Pack Setup](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unity/images/survival-pack_pack-setup-window.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=1a6c94d5f14dea338d90a02ae2732cbd)

Select Survival Pack in Pack Setup.

## Retarget the animations

Pack Setup automatically opens
**Animation Override Retarget** for your character. Continue
in that window to configure and bake the animations.

### Configure retargeting

Use the **Setup** tab to define the source and target rigs.

![Retarget setup with Survival Pack source model, target model, poses, and output folder](https://mintcdn.com/kinemation/5K1prWVsULhnfx1J/survival-pack/unity/images/survival-pack_retarget-window_setup-tab.png?fit=max\&auto=format\&n=5K1prWVsULhnfx1J\&q=85\&s=57f3d6182b06e23ea358389104cca0cd)

Configure the source model, target model, poses, and output folder.
<table><thead><tr><th>Field</th>
<th>Value</th></tr></thead>
<tbody><tr><td>**Source Model**</td>
<td>`SKM_Survival_Arms`</td></tr>
<tr><td>**Target Model**</td>
<td>Your configured character</td></tr>
<tr><td>**Source Pose**</td>
<td>`Assets/KINEMATION/Shared/GameplayFramework/Poses/A_TPose_UE5.anim`</td></tr>
<tr><td>**Target Pose**</td>
<td>Optional correction pose for the target character</td></tr>
<tr><td>**Use FPS Retargeting**</td>
<td>Enable for first-person hand and weapon alignment</td></tr>
<tr><td>**Output Folder**</td>
<td>`Assets/MyGame/Animations/SurvivalPack/Retargeted/MyCharacter`</td></tr></tbody></table>

The output folder must be inside `Assets`. Keep generated files
in your own project folder instead of the imported pack folder.

### Adjust the retarget

Open the preview and compare the source and target characters before
baking the complete pack.

![Retarget window previewing the Survival Pack arms and target character](https://mintcdn.com/kinemation/5K1prWVsULhnfx1J/survival-pack/unity/images/survival-pack_retarget-window_preview.png?fit=max\&auto=format\&n=5K1prWVsULhnfx1J\&q=85\&s=bfd2068ee19c964ca3333851b32dab88)

Preview the source and target animations before baking.
<ol><li>Assign a **Target Pose** when the target's shoulders,
wrists, or fingers do not match the source reference pose.</li>
<li>Enable the transform controls.</li>
<li>Select a weapon, hand, foot, arm-pole, or leg-pole target.</li>
<li>Move the handle to correct the IK target offset.</li>
<li>Preview an idle animation and check both hands before you bake an entire
weapon group.</li></ol>

The window stores the IK offsets in the animation override.

![Retarget preview with the bow weapon offset selected](https://mintcdn.com/kinemation/5K1prWVsULhnfx1J/survival-pack/unity/images/survival-pack_retarget-window_adjustments.png?fit=max\&auto=format\&n=5K1prWVsULhnfx1J\&q=85\&s=bc02fa2f5e611694bb76c76deae5b26d)

Adjust weapon, hand, foot, and pole targets with the viewport handles.

### Bake one weapon at a time

Open the **Animations** tab. Animation assets are grouped by
weapon. Animator Controllers appear in a separate group.

![Survival Pack bow animations selected for baking](https://mintcdn.com/kinemation/5K1prWVsULhnfx1J/survival-pack/unity/images/survival-pack_retarget-window_baking-animations.png?fit=max\&auto=format\&n=5K1prWVsULhnfx1J\&q=85\&s=ff4c80e9b5c564ad07e536d5bc39c727)

Select and bake animations one item group at a time.
**1. Select a weapon group**

Expand one group and click **All**. Clear unrelated
groups with **None**.

**2. Select the controller**

Include the matching Animator Controller when the config provides one.

**3. Bake the selection**

Click **Bake Selected To Override**. Test the generated
animations before selecting the next weapon.

The status column identifies each entry:

<ul><li>**New** has not been baked.</li>
<li>**Baked** matches the current source.</li>
<li>**Outdated** was baked before the source asset changed.</li></ul>

### Find the baked animations

The retargeter creates these folders below `Assets/MyGame/Animations/SurvivalPack/Retargeted/MyCharacter`:

<table><thead><tr><th>Folder</th>
<th>Output</th></tr></thead>
<tbody><tr><td>`FBX`</td>
<td>Baked clips named `<Target>_<SourceClip>.fbx`</td></tr>
<tr><td>`GameplayAssets`</td>
<td>Retargeted `GameplayAnimationAsset` files</td></tr>
<tr><td>`Controllers`</td>
<td>Retargeted `AnimatorOverrideController` files</td></tr></tbody></table>

Select the output folder in the Project window to inspect the generated
files. Rebaking updates the same outputs and refreshes the replacement
map.

### How the override is applied

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.

### Use multiple overrides

For additional animation sets, you can manage overrides from the
controller's **Override** tab. The override used during this
setup is already assigned.

![Gameplay Animation Controller Override tab with its override list](https://docs.kinemation.xyz/images/gameplay-framework/unity/gameplay-animation-controller-override.png)

Animation overrides assigned to Gameplay Animation Controller.

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.

## Added components

Pack Setup adds and configures the following components for your
character.

![Gameplay Animation Controller general settings on the character](https://docs.kinemation.xyz/images/gameplay-framework/unity/gameplay-framework-components.png)

Gameplay Animation Controller added to the character root.
![Survival Pack Controller with Item Prefabs, movement settings, and Consumable Prefabs](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unity/images/survival-pack_survival-pack-controller-component.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=c37334f98a502bc6f5ec49c62353e27a)

Survival Pack Controller with its regular items and separate consumable list.
<table><thead><tr><th>Object</th>
<th>Component</th>
<th>Purpose</th></tr></thead>
<tbody><tr><td>Character root</td>
<td>`Animator`</td>
<td>Plays the locomotion controller assigned by Pack Setup.</td></tr>
<tr><td>Character root</td>
<td>`PlayerInput`</td>
<td>Sends actions from the `Player` action map.</td></tr>
<tr><td>Character root</td>
<td>`CharacterController`</td>
<td>Moves the example character and handles collision.</td></tr>
<tr><td>Character root</td>
<td>`SurvivalPackController`</td>
<td>Handles the pack's example movement and weapon input.</td></tr>
<tr><td>Character root</td>
<td>`GameplayAnimationController`</td>
<td>Maps the skeleton and evaluates animation overrides.</td></tr>
<tr><td>Character root</td>
<td>`RecoilAnimation`</td>
<td>Provides the recoil transform used by Shooter Core.</td></tr>
<tr><td>Character root</td>
<td>`AudioSource`</td>
<td>Plays character and weapon sounds.</td></tr>
<tr><td>`Camera` child</td>
<td>`Camera`, `AudioListener`,
`GameplayCamera`</td>
<td>Drives the first-person camera.</td></tr>
<tr><td>Below the mapped head</td>
<td>`FirstPersonSocket`</td>
<td>Anchors the first-person camera to the character.</td></tr></tbody></table>

> [!NOTE]
>
> The Survival Pack config assigns input actions, camera settings, nine regular items, eight consumables, and character controller settings.

## Troubleshooting

### Check the skeleton mapping

If animation or camera behavior looks incorrect, select the character root
and open the **Skeleton** tab on
`GameplayAnimationController`. Check the lower body, spine,
neck, arms, fingers, and IK groups.

If some bone references are missing, expand your character's skeleton in
the Hierarchy. Drag and drop each bone Transform into its respective slot
in the **Skeleton** tab. Confirm that each slot points to the
matching bone on your character.

![Gameplay Animation Controller Skeleton tab with the required bone groups mapped](https://docs.kinemation.xyz/images/gameplay-framework/unity/gameplay-animation-controller-skeleton.png)

Complete Gameplay Framework skeleton mapping.

## Learn more

<ul><li>[Character](https://docs.kinemation.xyz/survival-pack/unity/general/character-runtime.md) explains the controller and camera.</li><li>[Animation system](https://docs.kinemation.xyz/survival-pack/unity/general/animation-system.md) explains blending and retargeted replacements.</li><li>[Items](https://docs.kinemation.xyz/survival-pack/unity/general/items/index) explains item components and behavior.</li><li>[Making adjustments](https://docs.kinemation.xyz/survival-pack/unity/get-started/making-adjustments.md) covers animation weights and curves.</li></ul>

## Test your character

Press Play to test movement, regular item actions, projectile release, and a consumable sequence.

Check that the hands stay aligned with the item and the camera follows the
character.

> [!TIP]
>
> If it does not work as expected, exit Play mode and follow
> [Check the skeleton mapping](#check-the-skeleton-mapping).


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