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GS_Item

Inventory and equipment systems for GS_Play — container-based item storage, slot management, stacking, and visual equipment integration with GS_Performer.

GS_Item provides the foundational inventory and equipment infrastructure for GS_Play games. It handles how items are stored, organized, and associated with characters — from simple containers that hold collectables to slot-based equipment systems that drive visual changes through GS_Performer.

For architecture details, component properties, and extending the system in C++, see the GS_Item API.


Quick Navigation

I want to…FeatureAPI
Store, stack, and manage items in container-based inventoriesInventoryAPI
Equip items into typed character slots with visual integrationEquipmentAPI

Installation

GS_Item requires GS_Core. GS_Performer is an optional dependency for visual equipment integration.

For a full guided walkthrough, follow the Simple Project Setup guide.

 

Quick Installation Summary

  1. Enable the GS_Item gem in your project configuration.
  2. Define item data assets for your game’s items.
  3. Place Inventory components on entities that need to store items.
  4. Place Equipment components on characters that need to equip items.

Inventory

The Inventory system is a container-based model for item storage. Each inventory is a collection of item slots where each slot holds an item reference and a stack count. The system handles adding, removing, querying, and capacity management. Any entity can host an inventory — a player backpack, a chest, a vendor, or a loot bag.

Inventory API


Equipment

The Equipment system is the slot-based layer that governs which items a character has equipped. Each slot has a defined type and enforces compatibility rules. Equipment integrates with GS_Performer’s Skin Slot system — equipping an item automatically updates the matching visual asset, connecting inventory state to character presentation.

Equipment API


See Also

For the full API, component properties, and C++ extension guide:

For related systems:


Get GS_Item

GS_Item — Explore this gem on the product page and add it to your project.

1 - Inventory

How to work with GS_Play inventory — container-based item storage with slots and stacking.

The Inventory system provides container-based item storage for entities. Inventory components define slot-based containers that hold item data, support stacking, and enable item transfer between entities (player to chest, vendor to player).

For component properties and the inventory data model, see the Framework API reference.

 

Contents


How Inventory Works

ConceptWhat It Means
ContainerA component on an entity that holds item slots. Players, chests, vendors, and loot drops are all containers.
SlotAn individual position within a container. Each slot holds one item type.
StackingMultiple units of the same item can occupy a single slot up to a maximum stack size.
TransferItems move between containers via slot references — no intermediate state required.

Glossary

TermMeaning
ContainerA component on an entity that holds item slots
SlotAn individual position within a container that holds one item type
StackingMultiple units of the same item occupying a single slot up to a maximum count

For full definitions, see the Glossary.


See Also

For the full API, component properties, and C++ extension guide:

For related systems:


Get GS_Item

GS_Item — Explore this gem on the product page and add it to your project.

2 - Equipment

How to work with GS_Play equipment — typed equipment slots with visual integration via GS_Performer skin slots.

The Equipment system provides typed equipment slots for characters. Equipment slots enforce type constraints (helmet slot accepts helmets, weapon slot accepts weapons) and integrate directly with the Skin Slot system in GS_Performer to update visual appearance when items are equipped or unequipped.

For component properties and the equipment data model, see the Framework API reference.

 

Contents


How Equipment Works

PhaseWhat Happens
EquipAn item is placed into a typed slot. Equip notifications fire.
Visual UpdateIf linked to a GS_Performer skin slot, the character mesh updates automatically.
Stat ApplicationEquipment stats are applied to the entity (via RPStats integration, when available).
UnequipThe item is removed from the slot. Visual and stat changes revert.

Integration with Skin Slots

Equipment slots can be linked to Performer Skin Slots. When an item is equipped, the corresponding skin slot’s actor mesh and materials are automatically swapped to match the item. No manual wiring is required — the connection is data-driven through slot name matching.


Glossary

TermMeaning
Equipment SlotA typed slot on a character that accepts items matching its type constraint
Skin Slot IntegrationAutomatic visual update when equipping or unequipping items via GS_Performer

For full definitions, see the Glossary.


See Also

For the full API, component properties, and C++ extension guide:

For related systems:


Get GS_Item

GS_Item — Explore this gem on the product page and add it to your project.