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"]
  1. An attack hits a Hitbox.
  2. The hitbox passes the damage to the object’s Health.
  3. A modifier such as Invincibility can block it.
  4. Health goes down and raises events you use for health bars, numbers and effects.

🧩 All Components

ComponentWhat it doesWhere it goes
HealthHolds the health value and raises events when it changes or hits zeroThe root of the object
HitboxLets a collider take damage, with a multiplierEach collider that can be hit
InvincibilityBlocks all damage while it’s enabledNext to Health
Health PickupHeals or hurts what touches itA pickup, trap or hazard
HitpointShows floating damage numbersThe object that gets hit
EffectsPlays sounds, spawns effects and cleans them upThe object, or its effect prefab

Tip

New to the system? Start with Health, then follow the Guides.