# 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.

![](https://3975174601-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MAkhY-TGk1rq9Rxq3Nq%2F-MAub3xUA9KQehotpui1%2F-MAubTWDi2hlaNNgSVH5%2Fimage.png?alt=media\&token=6af524f5-1e5c-4cd1-8995-c2fabf8ad612)

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.

![](https://3975174601-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MAkhY-TGk1rq9Rxq3Nq%2F-MAub3xUA9KQehotpui1%2F-MAubVPZazB925TTVdll%2Fimage.png?alt=media\&token=e3bc0efc-b3bb-481a-990e-2444a6cccaa4)

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

![](https://3975174601-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MAkhY-TGk1rq9Rxq3Nq%2F-MAub3xUA9KQehotpui1%2F-MAubXkR60RNgJGVntUd%2Fimage.png?alt=media\&token=6934a1dd-62e0-4703-9214-7a9b88d66aa5)
