> ## Documentation Index
> Fetch the complete documentation index at: https://docs.kinemation.xyz/llms.txt
> Use this file to discover all available pages before exploring further.

# ◻️Weapon Collision

> Documentation for ◻️Weapon Collision.

## Overview

**Weapon Collision** is used to avoid weapon clipping with obstacles in the game world.

<img src="https://mintcdn.com/kinemation/JeFzhKqzivzKAwnI/images/cas/3d4cb94f17ce70333107.png?fit=max&auto=format&n=JeFzhKqzivzKAwnI&q=85&s=e266ca41ae5a209299f632262fbdeac6" alt="" width={439} data-path="images/cas/3d4cb94f17ce70333107.png" />

* **Pitch Input** is the vertical or look-up input value in range \[-90;90].

* **Primary Pose**/**Secondary Pose** are applied depending on the Pitch Input value. If it's greater than zero, Primary pose will be used — Secondary otherwise.

* **Target Space** defines the space to apply the collision in. It is recommended to have this set to "Component".

* **Interp Speed** is the smoothing speed. If set to zero, no smoothing will be applied.

* **Layer Mask** defines What collision layers to include during a raycast.

* **Start Offset** is the forward ray origin offset.

* **Weapon Length** is the trace length. It's possible to bind a custom value from a player or weapon component to support different types of weapons.

* **Trace Radius** is a sphere trace radius.

## Use-cases

This modifier is used to avoid collisions with obstacles. It's usually placed after the Look and after the IK modifiers:

<img src="https://mintcdn.com/kinemation/JeFzhKqzivzKAwnI/images/cas/07d978994032f60f3d86.png?fit=max&auto=format&n=JeFzhKqzivzKAwnI&q=85&s=c82469bd5bb4df0c379584b7a69439c1" alt="" width={377} data-path="images/cas/07d978994032f60f3d86.png" />
