# Assigning Colliders to the LBD Component

## Assigning Colliders to the LBD Component

After you have added the LBD Component to your AI, select a layer for your colliders to use. These will be applied to all colliders, that are within the LBD Component's Collider List, on start during runtime.&#x20;

{% hint style="warning" %}
**Important:** Ensure that the Location Based Damage Layer is not used by any other Emerald AI targets, that it is **not the Default layer**, and that the layer is exclusively used for the LBD functionality.
{% endhint %}

<figure><img src="https://content.gitbook.com/content/v03IiZPaMe8fX49a9MnO/blobs/YbAbv51eqLmpZvJUeI1v/LBDLayer.png" alt=""><figcaption></figcaption></figure>

Next, you can press the Get Colliders button to automatically get all colliders within an AI. You will then be able to apply a custom modifier to each detected collider within your AI.

{% hint style="warning" %}
**Important:** Ensure that your AI has been setup through the [Unity Ragdoll Wizard](https://docs.unity3d.com/Manual/wizard-RagdollWizard.html), or a 3rd Party ragdoll tool, so that there are colliders generated for each main bone transform within your AI.
{% endhint %}

<figure><img src="https://content.gitbook.com/content/v03IiZPaMe8fX49a9MnO/blobs/DSgjwps5vchYgcYsWnG9/GetCollidersLBD.gif" alt=""><figcaption></figcaption></figure>
