General

Type: Each category of item has its own type. The type to use can be found for each specific item category below.



Useable: This defines which class to use for the item when equipped. If unspecified it will default to None, meaning that the item cannot be equipped. Which value to use for equippable items can be found below for each item category.



ID: The item ID is used to spawn it into the game, and is represented as an unsigned 16 bit integer meaning the range [0, 65535]. It is recommended not to use a value less than 2,000 as those are reserved for official content.



Size_X: The width of the item in the inventory.



Size_Y: The height of the item in the inventory.



Size_Z: The size of the camera for item icons. This is explained further in the objects documentation.



Amount: The amount of this item in a full container. For example a 30 bullet magazine would have an amount of 30.



Count_Min: The minimum amount to generate.



Count_Max: The maximum amount to generate.



Quality_Min: The minimum quality to generate. Set to 10 by default.



Quality_Max: The maximum quality to generate. Set to 90 by default.



Backward: If mentioned the item is intended to be held in the opposite hand like a bow.



Slot: Which primary or secondary slot to store the item in. Secondary items can be both.



Blueprints: The number of blueprints available.



Blueprint_#_Type: The category to sort the blueprint into. Currently this can be tool, apparel, supply, gear, ammo, barricade, structure or repair.



Blueprint_#_Supplies: The number of supplies needed to craft it.



Blueprint_#_Supply_#_ID: The ID of the supply item.



Blueprint_#_Supply_#_Amount: The amount of the supply item.



Blueprint_#_Tool: The ID of the tool item. This is not consumed when crafting.



Blueprint_#_Product: The ID of the product.



Blueprint_#_Products: The amount of the product.



Blueprint_#_Build: The effect ID to play.



Blueprint_#_Level: The skill level needed.



Blueprint_#_Skill: The skill needed to craft. Currently this can be none, craft, cook or repair.

A gameobject called "Item" tagged and layered with 4 and 13 respectively. There should be a box collider component with minimum dimensions (0.2, 0.2, 0.2). Any renderers can be attached to the root or with LODs as Model_#. Parent a transform called "Icon" to it. This is used to draw an icon with an orthographic camera. To test the position of your icon attach a temporary Camera and adjust its Size value. This value should be assigned to Size_Z in the data.



If you would like a sound to play when the item is equipped include an audioclip called "Equip".



For any equippable items a gameobject with an Animation component must be attached. Every item should have an Equip animation at least, any others required will be mentioned in the per-item documentation. If you would like your item to be inspectable it needs an Inspect animation.

This guide assumes that you have seen how to export objects from Unity 5 for use in Unturned. The process is exactly the same, but rather than following the object format you will follow the item format specified. The object guide can be found: Here All items share some properties and objects. This information must be provided for any item you want to modify or create.