<aside> 🗒️ This component has an Event Linkers
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The collider group script allows the item to deal damage to objects, as the Damager script is dependant of it. This component requires colliders attached to it to recognise what colliders utilise the damager.
This script also is a dependency of imbuing weapons, and some fields require inputting for imbuement to work.
Before all components are filled in, it is recommended to create colliders for the collider group. For example, set up a collider group and colliders for the blade, a different collider group and colliders for the handle, etc. Ensure that these colliders are a child of the collider group. Once all colliders are completed, you can click the "Generate imbue mesh". Once done so, a pink mesh will be generated and the "Imbue Effect Renderer" will be filled in. This mesh is used to tell the particle systems of imbuing where to go, and to identify the imbuement particles when it is imbued.
For the Imbue Effect Renderer, you can either use this generated mesh, or create your own.
<aside> ⚠️ The mesh on the right is to show what the mesh looks like, do not duplicate and put it to the side and reference this one.
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<aside> 🗒️ You must disable the pink mesh by clicking on it, and unticking the "mesh renderer" checkbox.
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The Imbue Emission Renderer is where you reference the mesh that will show the emission once the item is imbued. When referenced, ensure that the emission color is black, as if emission is already another color, it will be overwritten by the imbue emission.
<aside> 🗒️ For the Imbue Effect Renderer, you can either use this generated mesh, or create your own.
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The Imbue Shoot transform is to depict where spells shoot from if the weapon is set up like a magic staff. The Z Axis / Blue Arrow points forward as to where the projectile appears from
<aside> 🗒️ The Magic Staff Collider group reference is referenced in the Item JSON. This will be useless if not set up so.
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This is usually automatically generated when you play the game. However, if it feels like your imbue trails/sounds/haptics aren't feeling right, you can apply it exactly like the item's Whoosh Point.
This is your [FX Controller][FXController] if you want to make a custom FX for your imbue. For example, the Torch uses this component to spawn Fire effects when it is imbued. For this to work, the collider group must have an "imbue type" of Custom. You may need to make a new ColliderGroupData JSON where all the imbue types (in each of the modifiers) are changed to custom, or make a new ColliderGroupData like ColliderGroup_Torch.