📦 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