# Collision Layer

<figure><img src="https://784345943-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxcUmJ78NSw1bSUlSO9oP%2Fuploads%2FhqXPKE77Lb4b6TJm4LDz%2Fimage.png?alt=media&#x26;token=4f1011a0-3e2e-4f56-8f66-9696ebc168dd" alt="" width="563"><figcaption><p>Obstacle avoidance solver.</p></figcaption></figure>

## Description

**Collision Layer** is used to avoid weapon clipping through walls or other obstacles. It works by computing the clipping part of the weapon, and then applying the blocking pose respectively.&#x20;

{% hint style="success" %}
**Example:** if a weapon clips through a wall by 50%, only 50% of the pose will be applied.
{% endhint %}

## Properties

<figure><img src="https://784345943-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FxcUmJ78NSw1bSUlSO9oP%2Fuploads%2FS22E8s9uDpzFmkVPWkyt%2Fimage.png?alt=media&#x26;token=f07ccbef-25bb-4a24-a4c7-a376da81bf7e" alt="" width="380"><figcaption></figcaption></figure>

* **Primary/Secondary Pose**: blocking pose applied during collision. The primary is activated when looking up, and the secondary one is activated when looking down.
* **Target Spcae**: desired space to apply pose in.
* **Smoothing Speed**: blocking smoothing speed.
* **Layer Mask**: filter mask for raycasts.
* **Ray Start Offset**: forward offset.
* **Barrel Length:** total length of the ray.
