Inventory

Character component managing hotbar-style item slot selection, item spawning/despawning, and carry interactions. Bridges the data-layer Inventory with physical items in the world.

Architecture

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Data Flow

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Key Concepts

Concept
Description

Hotbar paradigm

One active slot at a time, cycled with next/previous or direct index

Physical items

Slot switching physically spawns/despawns Item instances in the world

Carry interaction

Active item is held via CarryInteraction through the character's Interactor

Network items

Items are spawned with the character's OwnerClientId for network ownership

Classes

Class
Description

Hotbar slot management with physical item spawning

See Also

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