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Inventory Sample
This walkthrough follows a world pickup into the showcase inventory and HUD.
Pickup path
InteractAbilityselectsShowcaseInventoryPickup.- Authority calls its
Interactimplementation. ItemInstance.TryCreatebuilds an item from the assigned definition.CharacterInventory.Layout.Addvalidates capacity and inserts it.- The pickup sets replicated
WasPickedUpand starts aTickTimer. - Rendering hides the mesh and marker until authority resets the pickup.
csharp
if (character.Inventory.Layout.Add(item))
{
WasPickedUp = true;
RespawnTimer = TickTimer.CreateFromSeconds(Runner, respawnDelay);
}The definitions demonstrate three schema families: weapon, consumable, and ammunition. Inspect their required fragments and compare stackable ammo with the individual weapon instance.
ShowcaseHud enumerates the replicated layout and writes each catalog ID into slot0 through slot5. This is deliberately simple; production UI can build reusable slot widgets from the same layout.
Continue with Manual: Inventory and Manual: Equipment.