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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.