Inventory System
The Inventory System manages item data, containers, inventory actions, UI updates, nested storage, world pickups, decay, save/load behavior, and common extension workflows....
Documentation category
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.
Related setup: Set Up Inventory for the Player, Customize Your Datatables.
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.
The Inventory System manages item data, containers, inventory actions, UI updates, nested storage, world pickups, decay, save/load behavior, and common extension workflows....
Read the Inventory documentation first. Jigsaw Inventory builds on the core container system, item structs, and inventory component behavior. This page covers...
Read the Inventory documentation first. List Inventory uses the same containers, item data, events, and core inventory functions as the base system....
Important: Read the Inventory documentation first so the container and pickup item flow is clear before working with respawning pickup actors. Overview...
Important: Read the Inventory documentation first so the container system, item data, and slot update flow are clear before working with the...
The Crafting system handles recipe data, material checks, crafting queues, workstation requirements, fuel, output containers, and player or station-based item creation. For...
Read the Inventory documentation first. The Item Allocator fills inventory containers with generated items, vendor stock, or loot-table results. It depends on...
The Vendor system adds trading behavior to actors through AC_CH_Vendor. Vendors use the Inventory and Item Allocator systems for stock, item values,...
The Interactive Foliage system combines the Respawn Actor Manager, Inventory system, Pickup Leader, and a PCG-based placement tool. Use the related system...
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