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().
This component generates procedural firing animations. You can find out more here.
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.