> 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/setup-guide/saving-sidekick-characters.md).

# Saving Sidekick Characters

### Saving & Loading Sidekick Characters

HeroBridge Standalone allows you to save and restore a Sidekick character’s appearance. This can be used when loading a saved game, switching scenes, or reapplying a character setup at runtime.

Saving and loading can be handled through the **Sidekick Save Load Applier** component.

***

#### Setup

1. Select any GameObject in your scene
2. Add the **Sidekick Save Load Applier** component
3. Assign the **Character GameObject** you want to save or load in the **Character** field

***

#### Apply Mode

The **Apply Mode** determines *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

***

#### Actions & Save Slot

* **Action**
  * **Save** - Saves the current character parts, blendshapes and colors.
  * **Load** - Loads a previously saved character parts, blendshapes and colors.
* **Save Slot**\
  Defines which save slot is used for saving or loading the character data.

***

#### Character Identification

The **GameObject name** of the referenced character is used as the **unique ID** when saving and loading.

This means:

* Multiple characters can be saved into the **same save slot**
* Each character is identified by its **GameObject name**
* When loading, the character GameObject name must match the name used when saving

For correct behavior:

* Use **unique GameObject names** for different characters
* Ensure the name is **identical** when performing a load operation

This allows parts, colors, and blendshapes to be correctly assigned per character.


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