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Damage System

The damage system is implemented in the character controller stack and the health-related runtime files. In the current scan, it is not a standalone top-level module folder, so the docs should describe it as a runtime capability inside Lightforge.CharacterController.

Health runtime

Health, HealthAutoRefill and the related data types handle the core life cycle.

Damage pipeline

DamageContext, DamageResult and DamageResistanceProcessor define the flow.

Typed damage

TypedDamage and DamageType let you label attacks before they are resolved.

Death hooks

KillZone and DamageOnTouch cover the world-driven damage triggers visible in the scan.

  1. Add a health-bearing character or target.
  2. Configure the damage type and resistance data.
  3. Drive the damage through the runtime instead of hardcoding kill logic in scenes.

The detailed implementation notes live in the CharacterController and Health runtime files under Assets/Lightforge/Common/CharacterController/.

See the site-wide changelog for now. Add a module-specific changelog only if the damage runtime starts shipping independently.

  • Q: Is this a separate top-level module today?
  • A: No. The scan found it inside the character controller stack, not as a top-level module folder.
  • Future product page placeholder until this module ships independently.
  • Use the current Unity Asset Store home link as a temporary CTA.
  • Screenshot: Inspector showing Health, DamageType and resistance fields.
  • Screenshot: Scene view with a kill zone or damage trigger.
  • GIF: Character taking damage and transitioning to death.
  • Video: 2-minute setup for a damageable object.
  • Diagram: Damage flow from trigger to health to death event.