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
| Phase | What Happens |
|---|---|
| Equip | An item is placed into a typed slot. Equip notifications fire. |
| Visual Update | If linked to a GS_Performer skin slot, the character mesh updates automatically. |
| Stat Application | Equipment stats are applied to the entity (via RPStats integration, when available). |
| Unequip | The 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
| Term | Meaning |
|---|---|
| Equipment Slot | A typed slot on a character that accepts items matching its type constraint |
| Skin Slot Integration | Automatic 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:
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