> 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-cycle-part.md).

# Sidekick Cycle Part

The **Sidekick Cycle Part** component allows you to cycle through parts of a specific category on a Sidekick character. You can cycle to the **Next**, **Previous**, or a **Random** part.

If the character currently has no part equipped for the selected category, cycling starts from the first available part in the cache.

**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

**Target**\
The Sidekick character whose parts will be cycled.

**Part Type**\
Defines which part category to cycle through.\
There are **38 available categories**, such as Head, Hair, Torso, Hips, Attachments, and more.

**Cycle Mode**\
Determines how parts are selected:

* **Next** - Cycles forward through available parts
* **Previous** - Cycles backward through available parts
* **Random** - Selects a random part from the available options

**Include None**\
When enabled, cycling can also apply a **None part**, effectively removing the part for that category.

For example, when cycling **Hair**, enabling *Include None* allows the character to become bald when cycling through available options.

<figure><img src="/files/HOLoSsD45ZtQISnbkMbH" alt=""><figcaption></figcaption></figure>


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