# EquipmentObject.cs

Objects which can be equipped and rigged using the **Prefab and Object Manager** should have an **Equipment Object** component on them. This provides advanced functionality for the **Prefab and Object Manager**, making it easier to create **Prefab Groups** for wardrobe, and specifically tells the script which bone is the root bone, and the skined mesh renderer for the object.

{% hint style="success" %}
Wardrobe from Infinity PBR will already have this component attached, so you do not need to do anything to set it up!
{% endhint %}

{% hint style="info" %}
Objects that do not have a `Skinned Mesh Renderer` and aren't intended to be rigged to the parent object they are attached to, do not need this component. The **Prefab and Object Manager** can handle any object or prefab.
{% endhint %}

...July 7, 2022 -- more to come!


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