> For the complete documentation index, see [llms.txt](https://docs.forge3d.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.forge3d.com/damage-fx/debugging-damage.md).

# Debugging damage

Usually you would want a weapon controller to call the Damage FX Script Component when you hit an object with a weapon. Following this approach to set the look of the damage on the object might become time consuming. There is a more quicker way with the **ApplyDamage.cs** script which implements all the necessary tools for the task.

If you’re not familiar with this script, just refer to the example scenes.

![](/files/-MAubTWDi2hlaNNgSVH5)

Notice the Debug Mode checkbox which turns the object itself into a real time impact generator given the values from the user input. Enable the Debug Mode and move it around. Use the hotkeys such as W-S, 1-2 and Space to reset.

![](/files/-MAubVPZazB925TTVdll)

Additionally, you can set the Damage FX Script Object Decay Tick Rate and Decay Per Tick to zero to stop the glow from fading.

![](/files/-MAubXkR60RNgJGVntUd)
