> ## 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.

# Collision Layer

> Documentation for Collision Layer.

<Frame caption={"Obstacle avoidance solver."}>
  <img src="https://mintcdn.com/kinemation/IMbHDDWE_rjJU7jO/images/scriptable-animation-system/6d2c76bc92f61653ef98.png?fit=max&auto=format&n=IMbHDDWE_rjJU7jO&q=85&s=2354157df29a49c4584ded430e476474" alt="" width={563} data-path="images/scriptable-animation-system/6d2c76bc92f61653ef98.png" />
</Frame>

## 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.

<Tip>
  **Example:** if a weapon clips through a wall by 50%, only 50% of the pose will be applied.
</Tip>

## Properties

<img src="https://mintcdn.com/kinemation/IMbHDDWE_rjJU7jO/images/scriptable-animation-system/289fc97f71128f6e4c81.png?fit=max&auto=format&n=IMbHDDWE_rjJU7jO&q=85&s=3b17f56c03cc0fe0ba1f1820ed42bf5a" alt="" width={380} data-path="images/scriptable-animation-system/289fc97f71128f6e4c81.png" />

* **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.
