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
Data Flow
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