> ## 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.

# 📖 Content overview

> This page explains what is included in the pack and where to find it.

## Overview

Survival Pack includes animated first-person arms, a hunting rifle, a bow, melee weapons, tools, food, medicine, and drinking animations. It also includes procedural settings, recoil, sound, effects, and a demo scene.

Most content is in `Assets/KINEMATION/SurvivalPack`. The shared animation and
gameplay scripts are in `Assets/KINEMATION/Shared`, and the
recoil system is in
`Assets/KINEMATION/ProceduralRecoilAnimationSystem`.

## Try the demo

Open `SurvivalPack/DemoScene/SurvivalPack_Playground.unity` and click **Play**. The scene
lets you try the character controls and item animations together.

Use F or the mouse wheel to change regular items, the left mouse button to use an item, and the right mouse button to aim or perform its secondary action. Use N to change a supported projectile and 1–8 to select a consumable.

[Character](https://docs.kinemation.xyz/survival-pack/unity/general/character-runtime.md) lists the controls and explains the
code behind them.

## Folder contents

![SurvivalPack folders and Inputs\_SurvivalPack in the Project window](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unity/images/survival-pack_folders-overview.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=876a02a04a66457a15bee02cc5ef8618)

Open SurvivalPack to browse the included content.

These paths are relative to `Assets/KINEMATION/SurvivalPack`.

<table><thead><tr><th>Folder</th><th>Contents</th></tr></thead>
<tbody><tr><td>`Animations`</td><td>Character, item, and camera animation groups, procedural motions, and `SurvivalPack_Config.asset`.</td></tr>
<tr><td>`Meshes`</td><td>The source arms model and item models, including `Meshes/Arms/SKM_Survival_Arms.fbx`.</td></tr>
<tr><td>`Prefabs/Player`</td><td>`P_SurvivalPackController.prefab`, the configured example character.</td></tr>
<tr><td>`Prefabs/Items`</td><td>Tools, utility items, and their procedural assets.</td></tr>
<tr><td>`Prefabs/Weapons`</td><td>HX2 and DL700 weapon prefabs, procedural assets, and the DL700 scope prefab.</td></tr>
<tr><td>`Prefabs/Consumables`</td><td>Food and healing item prefabs and procedural assets.</td></tr>
<tr><td>`Prefabs/Projectiles`</td><td>Arrow, stone arrow, spear, stone spear, and flare projectiles.</td></tr>
<tr><td>`DemoScene`</td><td>`SurvivalPack_Playground.unity`.</td></tr>
<tr><td>`Recoil`, `SFX`, `VFX`</td><td>Recoil data, camera shake, audio, lighter effects, and signal-flare effects.</td></tr>
<tr><td>Prefabs/UI</td><td>The configured Survival gameplay UI prefab.</td></tr>
<tr><td>`Scripts`</td><td>Survival item views, the example controller, and Pack Setup configuration.</td></tr></tbody></table>

The setup preset is `Scripts/Editor/SurvivalPackSetupConfig.asset`. It references the animation config, locomotion controller, Input Actions asset, regular items, consumables, and character sounds.

### Shared systems

**Gameplay Framework** contains the animation controller,
skeleton mapping, retargeting, Item View, camera, and basic character
examples.

**Shooter Core** adds weapon views, firearm examples, ADS,
recoil application, and sway. `SurvivalPackController` extends the shooter example and uses `SurvivalPack/Inputs_SurvivalPack.inputactions`.

**KAnimationCore** contains common animation utilities and
editor tools. Keep these shared folders with the pack; the pack's
components use them.

## Items

![Survival Pack Prefabs folders for consumables, items, player, projectiles, UI, and weapons](https://mintcdn.com/kinemation/ZGatOp3ICUy8H4tB/survival-pack/unity/images/survival-pack_item-prefab-folders.png?fit=max\&auto=format\&n=ZGatOp3ICUy8H4tB\&q=85\&s=b06308b3e0e4755b1b0b24295e5c782d)

Prefabs are grouped by their role in the pack.
<table><thead><tr><th>Category</th><th>Prefabs</th></tr></thead>
<tbody><tr><td>Weapons</td><td>`W_DL700`, `W_HX2`, `W_Spear`, `W_Knife`, and `W_Axe`.</td></tr>
<tr><td>Tools</td><td>`W_Lighter`, `W_Pot`, and `W_Flare`.</td></tr>
<tr><td>Food and medicine</td><td>`W_Bread`, `W_Sausage`, `W_EnergyBar`, `W_Pills`, `W_Medkit`, `W_SodaCan`, `W_TinCan`, and `W_Meat`.</td></tr>
<tr><td>Drinking item</td><td>`W_WaterBottle`, a regular equipped item with sip animations.</td></tr></tbody></table>

Each prefab already has its animation references and item components
assigned. See [Items](https://docs.kinemation.xyz/survival-pack/unity/general/items/index) for how each one works
and which settings to change.

The controller’s **Item Prefabs** list contains the five weapons, three tools, and water bottle. The separate **Consumable Prefabs** list contains the eight food and medicine items. Configure both lists before entering Play mode.

## Animations

`Animations` groups the DL700, HX2, spear, knife, axe, utility items, food, and medicine by item name. `General` contains locomotion, and `IKMotions` contains procedural action motions.

Item folders group `Character`, `Weapon`, and `Camera` animations where applicable. Actions include idle, draw, holster, use, aim, and reload, with additional stages for throws and consumption.

`Animations/General/Character/AC_SurvivalPack_FPS.controller` is the locomotion controller used by
Pack Setup. `Animations/SurvivalPack_Config.asset` is the animation config used by
retargeting.

A clip stores the animated motion. A Gameplay Animation Asset stores that
clip together with its mask, playback speed, and blending settings.
[Animation system](https://docs.kinemation.xyz/survival-pack/unity/general/animation-system.md) explains how to edit
and play them.

## Procedural animation and effects

`Prefabs/Items/PA_SurvivalPack_Base.asset` contains the common procedural features.
The `PA_SurvivalPack_*` assets set individual item poses
and alignment. See [Procedural animation](https://docs.kinemation.xyz/survival-pack/unity/general/features/index) for
editing and runtime use.

`VFX/Lighter` contains flame and spark effects, while `VFX/SignalFlare` contains the signal-flare effect. `Prefabs/Projectiles` contains arrow, stone arrow, spear, stone spear, and flare projectiles. `Recoil` contains HX2 and DL700 recoil data and the rifle camera shake.

## Naming conventions

KINEMATION Unity content packs use the same asset prefixes. The prefix
identifies the asset's role; the remainder identifies the product, item,
or action.

<table><thead><tr><th>Prefix</th>
<th>Asset role</th>
<th>Example pattern</th></tr></thead>
<tbody><tr><td>`W_`</td>
<td>Equipped item or weapon prefab</td>
<td>`W_<ItemName>`</td></tr>
<tr><td>`PA_`</td>
<td>Gameplay procedural asset or override</td>
<td>`PA_<Pack>_<ItemName>`</td></tr>
<tr><td>`A_FP_`</td>
<td>Character-side first-person animation</td>
<td>`A_FP_<Item>_<Action>`</td></tr>
<tr><td>`A_W_`</td>
<td>Item- or weapon-side animation</td>
<td>`A_W_<Item>_<Action>`</td></tr>
<tr><td>`A_Cam_`</td>
<td>Camera animation</td>
<td>`A_Cam_<Item>_<Action>`</td></tr>
<tr><td>`AC_`</td>
<td>Animator Controller</td>
<td>`AC_<Pack>`</td></tr>
<tr><td>`Mask_`</td>
<td>Avatar Mask</td>
<td>`Mask_<Purpose>`</td></tr>
<tr><td>`P_`</td>
<td>Particle or visual-effect prefab</td>
<td>`P_<EffectName>`</td></tr>
<tr><td>`Recoil_`</td>
<td>Recoil animation data</td>
<td>`Recoil_<ItemName>`</td></tr>
<tr><td>`Shake_`</td>
<td>Gameplay camera-shake asset</td>
<td>`Shake_<ItemName>`</td></tr></tbody></table>

Use the prefix to find the asset type, then match the weapon and action
names when assigning animation pairs.

For example, `A_FP_Spear_Throw_Release` animates the character, `PA_SurvivalPack_Spear` configures its procedural pose, and `W_Spear` is the equipped item prefab.

## Set up your character

Follow [Character setup](https://docs.kinemation.xyz/survival-pack/unity/get-started/character-setup.md) to configure a
custom model, retarget the animations, and test the character in Play
mode.


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