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text: 'The behaviour controlling the puppet is the BehaviourPuppet.cs.
It will listen to the collisions broadcasted by the MuscleCollisionBroadcasters
on the muscles of the puppet and release the pins of the colliding (and parent
and child) muscles. This will loosen the character. If the muscles get too far
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from prone and supine poses is also supported by the BehaviourPuppet, calling
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All the parameters of BehaviourPuppet are tooltipped, reading them all is the
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text: LMB to shoot balls at the Dummy, RMB to rotate camera
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text: 'Layer Setup sets up layers and the collision matrix for the puppet rig without
having to import/export Project Settings for the demo to work.
Ideally you should set up the layers in the project and this component wouldn''t
be needed at all.
The layers should be set up as follows:
1. Set the entire character to a "Characters" layer.
2. Set the entire Ragdoll to a "Ragdoll" layer.
3. Set the walkable surfaces to a "Ground" layer.
4. Set all the objects to collide with to a "Collision" layer.
5. Set the PuppetMaster''s "Walkable Layers" to the "Ground" layer.
6. Set the PuppetMaster''s "Collision Layers" to the "Collision" layer.
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each other, otherwise you''d have the ragdoll bones collide with the character
controller.
8. Also ignore collisions between "Characters" and any layer you wish the puppet
to collide with (small obstacles, projectiles and maybe walls).
If you wish to have two factions of characters fighting each other, you should
use "Characters1", "Characters2", "Ragdoll1" and "Ragdoll2" layers accordingly
and have the PuppetMaster''s "Collision Layers" also include the opposing ragdoll
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