Item
Data-driven item framework built on the Scriptable Factory system. Items are spawned from ItemData assets, pooled by the factory, and automatically configured with identity, visuals, value, physics, networking, and interaction tables.
Architecture
Data Flow
Key Concepts
Factory-spawned
Items are pooled via the Scriptable Factory — not instantiated with new or Instantiate
Data-driven
All item properties come from ItemData ScriptableObject assets
ItemID
Composite identifier (TypeID, VariantID) — struct with Invalid sentinel
Implicit Interactable
Item has an implicit conversion to Interactable for seamless interaction API usage
Physics toggle
SetPhysicsEnabled() switches between kinematic (held) and dynamic (dropped)
Classes
Abstract base class for all game items — identity, visuals, physics, interactions
See Also
Scriptable Factory — factory and pooling system
Inventory — stores items by ID
Interaction System — interaction behaviors configured via
ItemDataHotbar — HUD display of inventory items
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