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Assign Health Bar


Assigning Health Bars to Characters​

Use this page to attach overhead bars to world-space characters (enemy, player, NPC).


1) Configure Presets First​

Before assigning a runtime component, prepare your presets in:

Each overhead preset is identified by Overhead UID.


2) Add Runtime Components​

On the character prefab root object:

If you are using the EntityManager-linked workflow, EntityComponent is required.


3) Select Overhead UID​

In HealthBar, set Overhead UID to one of your configured overhead presets.

This decides:

  • which main/sub bars are used
  • size and offsets
  • avatar/info text/OTE layout

4) Runtime Data Source​

Entity-linked mode​

  • enable integration toggles in settings
  • values come from entity attributes automatically

Standalone mode​

  • disable integration toggles
  • update values manually via HealthBar API (SetValue)

Common Issues​

  • Bar does not appear: invalid Overhead UID or missing HealthBarCanvas in scene.
  • No value updates: attribute UID mismatch, or manual SetValue not being called.
  • OTE icons missing: OTE integration disabled, or Show Over-time Effect turned off in preset.