MAB: Attachments
Using Attachments
The attachment system allows you to connect objects like swords, shields, or hats to your animated characters.
The AttachmentPoint Component
This is a simple component you add to the object you want to attach (e.g., the Sword GameObject).
Workflow
- Bake the Bones: When using the
Animation Baker, make sure you’ve added the names of the bones you need (e.g.,RightHand) to the „Bones to Bake“ list. - Create the Attachment Object: Place your sword model in the scene or as part of your character prefab.
- Add the Component: Add the
AttachmentPoint.csscript to your swordGameObject. - Configure the Component:
- Target Animator: Drag the
GameObjectthat has theMeshAnimatorcomponent into this field. - Bone Name: Type the exact same name of the bone you baked in step 1 (e.g.,
RightHand). - Offsets: Use the
Position OffsetandRotation Offsetfields to fine-tune the sword’s position and orientation in the character’s hand.
- Target Animator: Drag the


Aligning the Attachment Point
It is currently not possible for the Attachments to directly play at the same position as the real Bones due to differences in the models designing poccesses (different scales etc). To fix this it is necessary to adjust the bone scale while in playmode as well as the offsets until the Attachments movement aligns with the desired movement

That’s it! When you run the game, the AttachmentPoint script will automatically find the baked transform data for the specified bone from the MeshAnimator and update the sword’s position and rotation every frame, making it look perfectly attached.