> 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-part-icon-generator.md).

# Sidekick Part Icon Generator

The **Sidekick Part Icon Generator** component automatically generates preview icons for Sidekick parts and creates corresponding UI buttons.\
It's designed to be flexible and can be used for character customizers, equipment menus, or any UI where players select parts.

**Apply Mode** defines when the generator 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

**Player**\
The target character used as a reference for colors.\
The generated icons will use the same skin color, hair color, outfit colors etc

**Part Holder**\
A dummy character used to hold parts while preview icons are generated.\
It is recommended to use the example holder prefab:

```
Assets/Plugins/Fullscreen/HeroBridgeStandalone/Examples/Prefabs/Holder.prefab
```

**Content**\
The GameObject where all generated buttons will be placed.

**Button Prefab**\
The prefab instantiated for each generated part button.\
Example:

```
Assets/Plugins/Fullscreen/HeroBridgeStandalone/Examples/Prefabs/Part Button.prefab
```

**Include None Button**\
When enabled, a button for removing the part will be generated.

If enabled, the icon inside this button can display a composed preview using extra parts, for example a bald character when Hair is the main Part Type but Head and Torso are included as extra parts.

**Empty Button Prefab**\
The prefab used for the None button.\
Example:

```
Assets/Plugins/Fullscreen/HeroBridgeStandalone/Examples/Prefabs/Part None Button.prefab
```

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

**Center Part Type**\
Defines which part category the camera should center on when generating icons.\
Useful for keeping previews consistent, for example centering on Head when generating hair icons.

**Extra Parts**\
Additional parts applied to the preview to make icons more descriptive.

**Use Matching Parts**\
When enabled, symmetrical parts are automatically applied where available.

**Icon Size**\
Defines the resolution of the generated icons.\
Lower values generate faster and use less memory, while higher values improve quality.

**Zoom Modifier**\
Adjusts the camera zoom used for the icon preview.

**Horizontal Center Offset**\
Moves the camera left or right relative to the centered part.

**Vertical Center Offset**\
Moves the camera up or down relative to the centered part.

**Rotation Offset**\
Applies a rotation to the camera, allowing previews from different angles.

**Always Regenerate**\
When enabled, icons are regenerated every time the generator runs based on the Apply Mode.\
This is useful if the character’s colors change at runtime, such as skin or hair color, but may be unnecessary or expensive depending on your setup.

**On Before Generate**\
Unity Event invoked before icon generation starts.

**On After Generate**\
Unity Event invoked after icon generation completes.

<figure><img src="/files/brAco9BfyOlhLqhB03HU" alt=""><figcaption></figcaption></figure>


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