> For the complete documentation index, see [llms.txt](https://docs.fullscreen.no/info/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.fullscreen.no/info/game-creator-2-assets/herobridge/instructions/set-preset.md).

# Set Preset

{% hint style="info" %}
💡 **Tip:**

If the character is a **Game Creator 2 character**, you can use the **On Model Change** trigger to detect when a preset has been changed.
{% endhint %}

The **Set Preset** instruction works similarly to **Set Part**, but instead of individual parts, it lets you apply **pre-made appearance presets** included with the **Sidekick Modular Character packs**.\
Presets can define combinations of parts, body shapes, and color themes, allowing you to switch between character looks quickly.

### Inside the Instruction

#### Sidekick Character

This is the character you want to apply the preset to.

#### Type

The **Type** field determines which preset category to apply.\
You can set presets for:

* Head
* Upper Body
* Lower Body
* Bodyshapes
* Colors

These presets are defined and included within each **Sidekick Modular Character pack**.

#### Filter by Group

Use **Filter by Group** to narrow down the available presets by **theme or category**, such as *Fantasy*, *Pirates*, *Modern*, or other style groups.\
This makes it easy to locate specific preset collections when working with multiple themed packs.

***

### **Example Use Case**

You can equip a full **Upper Body preset** when the player equips an armor item.

**Option 1: Inside the Item (Recommended)**

The most efficient way is to add the **Set Preset** instruction directly inside the **On Equip** section of the armor item itself.

This ensures that when the player equips the item, the preset is immediately applied, for example, switching the character’s **Upper Body preset** to “Fantasy Knight” to match the armor’s design.

This approach is simple, clean, and doesn’t require additional setup or conditions.

**Option 2: Using a Trigger**

Alternatively, you can use a **Trigger** with the **On Equip** event to apply the preset.\
In this case, you should use **conditions** to check which item was equipped to ensure it matches the one you want to apply a preset for.

<figure><img src="/files/qqGoKaIldht3oA1n1K72" alt="" width="373"><figcaption></figcaption></figure>


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