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📦 Visuals

Presentation-only helpers for showing equipped items on a character rig.

This folder contains components that react to equipment state and spawn or remove visuals.


🎯 Purpose

Translate equipped item data into visible scene objects.


🧩 What Lives Here

  • EquipmentVisualAttacher → spawns and removes visuals in response to equipment changes

⚠️ Important Notes

  • This layer is presentation-only
  • It does not implement equip logic, authority, or inventory mutation
  • It may be replaced or extended by project-specific visual systems

🧠 Usage Guidance

EquipmentVisualAttacher

Listens to equipment events and maintains one visual per slot.


Event-driven behaviour

  • reacts to equip and unequip events
  • updates visuals accordingly

Visual data sources

Uses item definition data such as:

  • equipVisualPrefab
  • equipSocket

Socket resolution

Sockets are resolved by name under a root transform.

  • defaults to the component transform when not assigned
  • may create missing sockets if configured

Transform application

Supports:

  • prefab-authored transforms
  • default transform overrides

Lifecycle

  • subscribes to equipment events on enable
  • unsubscribes on disable
  • may destroy or retain visuals depending on configuration

Resync

Provides a resync operation to rebuild visuals from current equipment state.


🚫 Not for Production Use

This folder does not:

  • Handle animation systems or IK
  • Provide networking or replication
  • Apply gameplay stats or logic
  • Guarantee persistence of spawned visuals