No problem zeppeldep! I agree that music is hugely important to a game. The only reason there's no music currently used in the asset is that we wanted to emphasize the sound effects of the player actions (like the landing sounds, footsteps, weapon sounds, ect.) to help demonstrate the features of the Realistic FPS Prefab. When adding your own music, you can chose to have it play at the same volume throughout the scene, or you could play the music audio clip from a 3D audio source that gets louder or quieter depending on player distance. For the first option, you could add the music audio clip to the Project Library and in its import options, uncheck the "3D Sound" box to make the sound play at the same volume throughout the scene. Then to play the sound, you could attach an Audio Source component to the FPS Camera object, set the Audio Clip field to your music file, and make sure the "Play On Awake" and "Loop" boxes are checked to have the music play when starting a scene. To have the music play at a particular point in the scene, you can keep the "3D Sound" box of the music effect's import settings checked to have the music fade in and out the closer the player gets to the audio source. Then you could create an empty game object by clicking on the GameObject menu and selecting "Create Empty". Then create an Audio Source on the new game object with the same settings as the 2D music Audio Source mentioned above. You can then position the new Game Object anywhere in the scene to hear the music when the player is within the Audio Source's range. That should at least get you started with playing music in your scenes. Hi inglipX, you said you figured it out, but to answer your first question the camera's FOV value and bobbing amounts are set in the Ironsights.cs script, which handles most of the weapon positioning and camera effect changes based on the current player state like idle, walking, zooming, sprinting, or crouching. The next update does include swimming and all of the changes you mentioned have been addressed. All you will have to do is position a water zone prefab in your scene and the new scripts will handle everything else. By default the player won't be able to sprint in water and there will be no visible effect of pressing the sprint button while swimming. If you want to experiment with disabling sprinting for your current project, you can set the cancelSprint var of FPSRigidBodyWalker.cs script to true when your player is in water, which is what we have done in the new update. For your second question about the floor still being lit, you might want to check that the floor object Mesh Renderer component is using a shader that is not from the "Self-Illumin" group. You also can go to Window->Lightmapping and then in the Lightmapping window click on the Clear button to remove any lightmaps for the scene. Note that you will have to bake the lightmaps again if you want to reverse that decision. It may be better to uncheck the "Use Lightmaps" box in the Lightmap Display window that appears over the 3D scene view when the Lightmapping window is visible to avoid having to bake the lightmaps again if that is not the issue. Not sure what else could be causing the floor to still be lit if all lights are also disabled, but hopefully one of the two suggestions above will work for you.