> ## 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.

# 📘Player Prefab

> In this section you will learn about the character prefab.

## Tactical Shooter Character

**TacticalShooterCharacter** is the player-controlled prefab in the pack, which is used to preview weapon animations in Unity:

<Frame caption={"This prefab can be found here."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/87c50b812d6b125aa88a.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=b96f7e2453a00205cb32bd0bbdab8de0" alt="" width={321} data-path="images/tactical-shooter-pack/unity/87c50b812d6b125aa88a.png" />
</Frame>

This prefab has a simple structure:

* `Main Game Object` (contains all components aside from Animator).

  * `Player Mesh` (has Animator attached to it).

    * `root/ik_hand_gun` (has all guns attached to it).

    * `root/.../head/FPCamera` (first-person camera).

Let's take a look at the main components used by the character:

<Frame caption={"Main components."}>
  <img src="https://mintcdn.com/kinemation/IMbHDDWE_rjJU7jO/images/tactical-shooter-pack/unity/0ad8b5ec42c7cfab3ee1.png?fit=max&auto=format&n=IMbHDDWE_rjJU7jO&q=85&s=c9eb9439980eb1028c5a493f24eaf662" alt="" width={359} data-path="images/tactical-shooter-pack/unity/0ad8b5ec42c7cfab3ee1.png" />
</Frame>

## Tactical Shooter Player

This is the main player controller script, which handles weapons, inputs and actions:

<Tabs>
  <Tab title="Option">
    <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/599e5e65928628c18ba8.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=0d1f30bc898f4a8de0b5b6313eaa982a" alt="" width={350} data-path="images/tactical-shooter-pack/unity/599e5e65928628c18ba8.png" />

    * **Look Sensitivity**: mouse sensitivity multiplier.

    * **Weapon Prefabs**: list of prefabs to spawn.

    * **Fps Camera**: first-person camera reference.
  </Tab>

  <Tab title="Option">
    <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/7d946c2a773018976319.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=0f1f880fb8fb283cd5ebbfede9b6f27c" alt="" width={362} data-path="images/tactical-shooter-pack/unity/7d946c2a773018976319.png" />

    * **Aim Ik Motion**: IK animation played when aiming.

    * **Fire Mode Ik Motion**: IK animation played when changing a fire mode.
  </Tab>

  <Tab title="Option">
    <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/ee1a70ff62d87b23be35.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=0a3b60b4f3e724577e342b1af114b009" alt="" width={350} data-path="images/tactical-shooter-pack/unity/ee1a70ff62d87b23be35.png" />

    * This tab contains sound references for general actions, like drawing a pistol or jumping.

    * Walk and Sprint are lists of sounds that are randomly played when walking or sprinting.

    * Walk and Sprint define the frequency of walk and sprint sounds.
  </Tab>
</Tabs>

<Tip>
  **Tip**: This component is only used as an example to showcase the weapons, so it is not necessary to use the pack.
</Tip>

The **TacticalShooterPlayer** supports these actions:

<Frame caption={"All Tactical Shooter Pack actions."}>
  <img src="https://mintcdn.com/kinemation/-AzWoLR_QWINVM-e/images/tactical-shooter-pack/unity/86ac7945785e1def5974.png?fit=max&auto=format&n=-AzWoLR_QWINVM-e&q=85&s=94346aa50b3de309ced03637d31cb363" alt="" width={344} data-path="images/tactical-shooter-pack/unity/86ac7945785e1def5974.png" />
</Frame>

Most of the actions (*Reload*, *MagCheck*, *Inspect*, *Fire*, *ChangeFireMode*, *Aim*, *ToggleAttachment*) are implemented in the weapon script, which we will cover in the next page.

## Recoil Animation

This system is covered [here](/scriptable-animation-system/recoil-system/recoil-animation).
