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component: {fileID: 1540736803} - component: {fileID: 1540736802} - component: {fileID: 1540736804} m_Layer: 0 m_Name: _READ ME! m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 m_IsActive: 1 --- !u!114 &1540736802 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1540736801} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 92471cc1733c49042be56cd39b4b6e5e, type: 3} m_Name: m_EditorClassIdentifier: text: 'Play the scene, press P to pick up the weapon, D to drop. Take a look at the code in PropDemo.cs. Select the PuppetMaster GameObject and click on the Prop Muscles in Scene View. Prop Muscles are muscles that props can be attached to. The "Prop M4" represents the required setup for all PuppetMaster props. The root of the prop must have the PuppetMasterProp component on it. You can parent additional compound colliders to it. Also parented to it is "Mesh Root", that must have all the Mesh Renderer(s) and FX/bullet emitters parented to it. When the prop is picked up, Mesh Root will be parented to the Prop Muscle''s target, Rigidbody removed so the colliders could be used by the Prop Muscle. When the prop is dropped, it''s original setup will be restored. 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