Player Prefab
In this section we will cover the character prefab.
Last updated
In this section we will cover the character prefab.
Last updated
The FPSPlayer prefab is a game-ready entity, that you can drag and drop to the existing level. It consists of 2 parts:
SK_Arms_Mono (Character model).
Camera
Player prefab relies on these components:
Let's break down each component's settings and purpose.
It's responsible for applying all animations: reloads, fire, grenade throw, movement, and others.
AC_FPS_Character is the main character controller. It is used as a source for all override controllers in the package.
Tip: this controller contains empty animation clips, overridden by weapon-specific animations.
Because it is a part of the animation system, it will be covered later in the Character section.
This is a component from Unity's New Input System package. You can find the input map here:
Note: the FPS Animation Pack supports legacy inputs as well, so it will work even if the New Input System is not imported.
The package comes with these gameplay actions:
Reload (R).
Fire (LMB).
Aim (RMB).
Change Weapon (F).
Throw Grenade (G).
Move (WASD).
Sprint (Left Shift).
Tactical Sprint (Left Shift + X).
Change Fire Mode (B).
Mouse Wheel (instant weapon swapping).
This component is responsible for weapon management and procedural animation:
Player Settings: contains character-related properties.
Skeleton Root: the model root bone.
Weapon Bone: the weapon bone, all weapons are parented to it.
Weapon Bone Additive: the bone used to apply additive movement.
Camera Point: it will be used to align iron sights.
Right/Left Hand: used for applying procedural animations.
Tip: the hand bone.
Mid: the elbow bone.
Root: the upper arm bone.
Note: the procedural animation is running in LateUpdate().
These components are used together to play general character effects, such as walking, swapping weapons, or throwing a grenade:
Custom camera animations and recoil shakes are applied via the FPS Camera Animator component:
Note: camera curves exist in character animations, so whenever a player clip is played - it will also animate the camera.
This component generates procedural firing animations. You can find out more .