> 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/standalone-assets/herobridge-standalone/components/sidekick-color-applier.md).

# Sidekick Color Applier

{% hint style="warning" %}
**Note**\
Not all color options are currently in use by Sidekick, but they are included in the Sidekick database.\
These unused color properties are forward-compatible, meaning if Sidekick begins using them in future updates, they’ll automatically work with your existing setup.
{% endhint %}

The **Sidekick Color Applier** component allows you to apply colors to a Sidekick character.

**Target**\
The Sidekick character whose colors will be modified.

**Apply Mode** defines when the component runs:

* **On Enable** - Runs automatically when the GameObject is enabled
* **On Disable** - Runs when the GameObject is disabled
* **On Invoke** - Runs when triggered via code or events
* **On Button Press** - Runs when a Unity UI Button on the same GameObject is pressed

**Color Source**\
Defines where the color value comes from.

* **Component Color** - Uses the color value defined directly in this component
* **Image Color** - Uses the color from a Unity UI Image component on the same GameObject

Using an Image as the color source is useful for character customizers where available colors are presented as UI images.

**Color Properties**\
Defines which color slots will be modified.

You can add multiple color properties and apply the **same color to several properties at once**.

Each entry has a **Color Property** field where you choose which color slot to modify, such as:

* Skin Color
* Eye Color
* Eyebrow Color
* Hair Color
* and many more

<figure><img src="/files/xfLK639d8HBnfzJzoIx8" alt=""><figcaption></figcaption></figure>
