Collider Group
This component has an Event Linker.
The collider group script allows the item to deal damage to objects, as the Damager script is dependant of it. This component requires colliders attached to it to recognise what colliders utilise the damager.
This script also is a dependacy of imbuing weapons, and some fields require inputting for imbuement to work.

| Field | Description |
|---|---|
| imbueEffectRenderer | (Optional) Use a mesh instead of collider(s) to apply imbue vfx and particles effects |
| imbueEmissionRenderer | (Optional) Set a renderer to apply emission to the object of which it is imbued to. Note that emission must be white in the texture to ensure it gets the correct colours. |
| imbueShoot | Set the spawn position/direction of spell-based projectiles (e.g. Flamethrower). Blue Arrow/Z Axis points forward. |
| whooshPoint | This point is used to determine the velocity that the whoosh uses. This does not create the whoosh sound, that is used in the Whoosh component. If left empty, it will create an object at runtime, located at the position of the colll |
| imbueCustomFxController | Custom imbue effect |
| imbueCustomSpellID | Allow a unique spell ID for custom imbue effect |
| subImbueGroups | List other collider groups here that you want this main collidergroup to share its imbue with. For example, if a weapon is a double-sided axe, of which each blade is one different collider group, you can use this to make it so both colliders benefit from Imbue effects. |
| imbueActivatorHandlesOverride | (Optional) Add handles to this list to override what handles can be used to activate imbues on this collider group. If empty, all handles on the item activate imbues. |
| allowImbueEffect | Allow the spell to play its imbue effect when imbued |
| colliderGroupId [Dropdown] | The ID this collider group will load when it is enabled |
Generate Imbue Mesh Button and the Imbue Effect Renderer
Before all components are filled in, it is recommended to create colliders for the collider group. For example, set up a collider group and colliders for the blade, a different collider group and colliders for the handle, etc. Ensure that these colliders are a child of the collider group. Once all colliders are completed, you can click the “Generate imbue mesh”. Once done so, a pink mesh will be generated and the “Imbue Effect Renderer” will be filled in. This mesh is used to tell the particle systems of imbuing where to go, and to identify the imbuement particles when it is imbued.
For the Imbue Effect Renderer, you can either use this generated mesh, or create your own.
The mesh on the right is to show what the mesh looks like, do not duplicate and put it to the side and reference this one.
You must disable the pink mesh by clicking on it, and unticking the “mesh renderer” checkbox.
Imbue Emission Renderer
The Imbue Emission Renderer is where you reference the mesh that will show the emission once the item is imbued. When referenced, ensure that the emission color is black, as if emission is already another color, it will be overwritten by the imbue emission.
It is recommended that there is one mesh per collider group. Do not reference a mesh in more than one collider group, this is not supported.
Imbue Shoot
The Imbue Shoot transform is to depict where spells shoot from if the weapon is set up like a magic staff. The Z Axis / Blue Arrow points forward as to where the projectile appears from. See the Creating-Staves guide for more info.
The CrystalStaff Collider group ID reference is referenced in the Item JSON. This will be useless if not set up so.
Whoosh Point
This is usually automatically generated when you play the game. However, if it feels like your imbue trails/sounds/haptics aren’t feeling right, you can apply it exactly like the item’s Whoosh Point.
Imbue Custom Fx Controller
This is your FX Controller if you want to make a custom FX for your imbue. For example, the Torch uses this component to spawn Fire effects when it is imbued. For this to work, the collider group must have an “imbue type” of Custom. You may need to make a new ColliderGroupData JSON where all the imbue types (in each of the modifiers) are changed to custom, or make a new ColliderGroupData like ColliderGroup_Torch.
Imbue Custom Fx ID
This is needed to spawn the Imbue Custom Fx Controller, where the ID is the spell that can trigger this FX. (e.g. Fire, Gravity, Lightning)
Sub Imbue Groups

Sub imbue groups allows you to share an imbue across multiple collider groups. The one that uses the sub imbue groups is seen as a parent imbue, and will share it’s imbue across the referenced ones. This allows you to create an item, such as a double sided axe, to have an imbue shared across both blades, despite them being on separate collider groups.
With this, it is also possible to share Imbue across weapon LODs. You can create multiple ColliderGroups that utilise a different Imbue Emission Renderer for each of the LOD, so they share emissions.