Health runtime
Health, HealthAutoRefill and the related data types handle the core life cycle.
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.
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.Health, DamageType and resistance fields.