FPS Animation Pack Unity
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  • tutorials
    • 💻Installation
    • 📚Overview
    • ↗️BiRP, URP and HDRP
    • 🎯Retargeting Animations
    • Replacing Weapons
    • 🏃‍♂️Procedural Animation
    • ➕FPS Animation Framework Integration
  • Gameplay
    • 📘Player Prefab
    • 🔫Weapon System
    • 🔉Sound Effects
  • animations
    • 🦾Character
    • 🔫Weapon
    • 📷Camera
    • 💥Recoil
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Procedural Animation

In this tutorial you will learn how to add procedural movement.

PreviousReplacing WeaponsNextFPS Animation Framework Integration

Last updated 2 days ago

Tutorial

The FPS Animation Pack handles arms movement via procedural animation, including:

  1. Idle

  2. Walk

  3. Sprinting

  4. Jumping

Tip: these features work out-of-the-box with the FPS Player component. If you already use it, you can skip this tutorial.

The process of adding procedural movement to your custom player controller is easy. First, add the FPS Procedural Animation to your character:

Tip: add this component to the character Game Object, which contains the Animator component.

Once the component is attached, it will automatically assign bone transforms:

Note: If some bone references are missing, make sure to manually assign them by dragging bones into their respective slots.

The setup is complete at this point - now procedural movement animations will be applied to your character in-game.

How it works

It's also worth noting how these animations work. The ik_hand_gun_additive Game Object is animated by clips from your Animator:

The ik_hand_gun_additive's animated transform is applied directly to the arms by the procedural component at runtime.

Note: ik_hand_gun_additive is NOT a bone; it is an empty Game Object attached to the root bone.

🏃‍♂️
Click the "Add Component" button.
Automatically assigned bone transforms.
Additive gun bone.