# Elements

Customization elements are individual visual options that can be toggled on or off — such as hairstyles, facial hair, scars, or tattoos.

## Creating an Element Entry

Open the Spark Editor, go to **Character Customization > Elements** and click **Create New**.

Each element entry defines:

| Field        | Description                                                                                                                                |
| ------------ | ------------------------------------------------------------------------------------------------------------------------------------------ |
| Display Name | Element name shown in the customization UI (e.g., "Short Hair", "Long Hair", "Ponytail").                                                  |
| Category     | The customization category this element belongs to (e.g., "Hair").                                                                         |
| Is Required  | If enabled, at least one element from this category must always be active. The player cannot deselect all elements in a required category. |
| Sort Order   | Display order within the category — lower values appear first.                                                                             |

## How Elements Work

Elements map to GameObjects on the character. In the **CharacterCustomizationEntity** component, each element entry is paired with a list of visual options — each option points to a GameObject that gets activated when selected and deactivated when not selected.

For example, a "Hair" element might have three options: "Short Hair" (activates the short hair mesh), "Long Hair" (activates the long hair mesh), and "Ponytail" (activates the ponytail mesh). Only one option per element is active at a time.


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