Documentation category

Item Management

Item Management is one of the big pillars of Hyper. This is where items become more than icons in a grid: they can live in containers, move between inventories, appear in the world, decay, stack, open nested storage, equip onto characters, feed crafting recipes, stock vendors, drive hotbars, and connect to gameplay systems.

What This Enables

You can build survival inventories, RPG item databases, vendor shops, crafting stations, loot containers, hotbar-driven tools, storage actors, backpacks, pickups, world drops, respawning items, and specialized inventory layouts. The system is designed so item data can travel through multiple features without every system needing its own private item format.

Main Building Blocks

  • Inventory and containers: the core runtime layer for storing, moving, dropping, opening, and saving items.
  • Jigsaw, list, and open layouts: different presentation styles for different game genres.
  • Hotbar and equipment: player-facing access to tools, weapons, consumables, and equipped items.
  • Crafting, vendors, allocators, and respawn: the systems that make item economies and loot loops feel alive.

Practical Advice

  • Start with a tiny item set and make sure the data is clean before building a full economy.
  • When an item behaves strangely, check the data row first, then the container, then the UI, then the world actor.
  • The magic happens when inventory, equipment, crafting, vendors, quests, and world actors all read from the same reliable item foundation.