> For the complete documentation index, see [llms.txt](https://cowsinss-organization.gitbook.io/fps-engine-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://cowsinss-organization.gitbook.io/fps-engine-documentation/content/03.-content/03.4-weapons/weaponidentification.md).

# WeaponIdentification

This component identifies a weapon prefab. It enables the WeaponController to determine which weapon is currently unholstered and its corresponding Weapon\_SO. This functionality is also highly beneficial for managing weapon attachments.

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### BASIC

* <mark style="color:purple;">Weapon</mark>: This Weapon\_SO must match the Weapon\_SO that contains this WeaponIdentification.
* <mark style="color:purple;">FirePoint</mark>: Every weapon, excluding melee, must have a firePoint, which is the point where the bullet comes from. Make an empty object, call it firePoint for organization purposes and attach it here. Refer to [Adding New Weapons](/fps-engine-documentation/how-to-use/adding-new-weapons.md) for more information.&#x20;
* <mark style="color:purple;">AimPoint</mark>: Transform that defines the aiming point. Generally placed on the Iron Sights / Scope.

### ATTACHMENTS

* <mark style="color:purple;">defaultAttachments</mark>: Defines the default attachments for your weapon. The first time you pick it up, these attachments will be equipped.
* <mark style="color:purple;">compatibleAttachments</mark>: Defines all the attachments that can be equipped on your weapon.

Refer to [Working With Attachments](/fps-engine-documentation/how-to-use/working-with-attachments.md)
