Category
Last updated
Last updated
An Item Category is used to group similar types of items (e.g., Melee Weapons, Potions, Armor) for easy management, organization, and behavior assignment. Each category defines basic properties that apply to all items within it.
It is recommended to save this (Category scriptable object) in the Resources folder for use with the saving system.
Name: The display name of the category.
Description: An optional field for describing what this category is about.
Icon: A sprite image representing the category visually (optional).
Stackable: Allows multiple quantities of the same item to be stored in a single inventory slot.
Equippable: Enables the items in this category to be equipped by the player.
Default Equipment Slot:
Specifies the default slot (like melee weapon
, helmet
, armor
, etc.) where items from this category should be equipped.
Consumable: Marks items as consumable (used up when activated, e.g., potions).
Sellable: Allows items in this category to be sold to merchants.
Droppable: Items can be dropped from the inventory into the game world.
You can define specific Attributes that apply to items in this category.
Example:
Attribute: damage
(Type: Decimal)
→ Used to specify the damage value for melee weapons.
Attributes allow further customization per item while maintaining consistency across the category.
Item categories make it easier to control and define shared behavior across similar types of items. Properly setting up categories ensures smoother inventory management, shop filtering, equipment handling, and gameplay interactions.
Assign Action: You can assign actions that will happen when the item is used, equipped, or interacted with.