Hi. I'm using the last version of UFPS and UIS, in Unity 6.000.40 URP.
My aim is so my character start empty handed (empty slot I guess) at the start of the game (along with the default items equipped), and also have an empty slot when the character is switching items.
The current setup/settings I have:
- The player have 2 slots:
· Slot0 = any kind of item, except an specific item (call it Caselink).
· Slot1 = only specific item (Caselink).
- For Slot0 the player can equip them with Next/Previous item.
- For Slot1 the player can equip it with a toggle.
Therefore, I have 2 Item Categories, one for Slot0 and another one for Slot1.
Also, so these items don't overlap when the player is equipping them (Slot0 and Slot1 equip at the same time), I have set a State for disabling the ItemSetPreset.
It looks like this:

The rules are applied for every ItemSetRules of Equippable category (yes, bad spelling), except for the EmptyItemSetRule:

The current approach for what I'm aiming and that works right now, is adding an empty rule for both Equippable and CaseLink Category as shows in the images.
It works like this but it gives me 2 issues:
- When unequipping an item an encountering the Empty Item, it unequips the item but the hand animation stays for a bit longer.
- It's difficult to track if the player has an item equipped. For example: I have a custom "Drop" in which the player can activate a "placement mode" and place the item in a specific location. Therefore, I can deactivate the "placement mode" if the player change to another item, as there are built-in methods I can call, but it's more difficult to track when the player is on the empty item, as there was nothing I could find for a reference so the system is aware that the player has switched to another item.
I also would like to know if it's the right way to do it or should I do another approach.
Thanks!
My aim is so my character start empty handed (empty slot I guess) at the start of the game (along with the default items equipped), and also have an empty slot when the character is switching items.
The current setup/settings I have:
- The player have 2 slots:
· Slot0 = any kind of item, except an specific item (call it Caselink).
· Slot1 = only specific item (Caselink).
- For Slot0 the player can equip them with Next/Previous item.
- For Slot1 the player can equip it with a toggle.
Therefore, I have 2 Item Categories, one for Slot0 and another one for Slot1.
Also, so these items don't overlap when the player is equipping them (Slot0 and Slot1 equip at the same time), I have set a State for disabling the ItemSetPreset.
It looks like this:

The rules are applied for every ItemSetRules of Equippable category (yes, bad spelling), except for the EmptyItemSetRule:

The current approach for what I'm aiming and that works right now, is adding an empty rule for both Equippable and CaseLink Category as shows in the images.
It works like this but it gives me 2 issues:
- When unequipping an item an encountering the Empty Item, it unequips the item but the hand animation stays for a bit longer.
- It's difficult to track if the player has an item equipped. For example: I have a custom "Drop" in which the player can activate a "placement mode" and place the item in a specific location. Therefore, I can deactivate the "placement mode" if the player change to another item, as there are built-in methods I can call, but it's more difficult to track when the player is on the empty item, as there was nothing I could find for a reference so the system is aware that the player has switched to another item.
I also would like to know if it's the right way to do it or should I do another approach.
Thanks!