Components
Each component does one job. Add the ones you need to your objects in the Inspector.
You’ll find them in Add Component > Glowing Rifts > Modular Health and Glowing Rifts > Misc.
🔗 How They Fit Together
flowchart LR
A["Attack"] --> B["Hitbox"] --> C["Health"]
D["Invincibility"] -.->|"can block"| C
C --> E["Events: health bar, effects"]
- An attack hits a Hitbox.
- The hitbox passes the damage to the object’s Health.
- A modifier such as Invincibility can block it.
- Health goes down and raises events you use for health bars, numbers and effects.
🧩 All Components
| Component | What it does | Where it goes |
|---|---|---|
| Health | Holds the health value and raises events when it changes or hits zero | The root of the object |
| Hitbox | Lets a collider take damage, with a multiplier | Each collider that can be hit |
| Invincibility | Blocks all damage while it’s enabled | Next to Health |
| Health Pickup | Heals or hurts what touches it | A pickup, trap or hazard |
| Hitpoint | Shows floating damage numbers | The object that gets hit |
| Effects | Plays sounds, spawns effects and cleans them up | The object, or its effect prefab |