When the Item Set Manager determines if a particular item can be equipped it does so based off of the slot system. Only one item can be equipped in each slot, and you can have any number of slots (new animator parameters need to be added if you want to use more than the included two slots). The demo scene is setup for two slots: slot 0 represents the right hand and slot 1 represents the left hand. The number of slots is determined by the index of the Item Slot component. When you create your character this component is added to the “Items” GameObject underneath the character’s rig.

If your character can switch between both first and third person perspective then there should be a matching slot for each perspective. For example, if the assault rifle is in slot 0, the right hand, of the third person perspective then it should also be in slot 0, the right hand, of the first person perspective. Each perspective must have the same number of item slots in the same location.

The controller can handle any number of slots but the animator is only setup to handle two slots so if you are using an animator and want to use more than two slots you’ll need to add four new slot parameters. These parameters should be (where X represents the slot index):

  • SlotXItemID (int)
  • SlotXItemStateIndex (int)
  • SlotXItemStateIndexChange (trigger)
  • SlotXItemSubstateIndex (int)

Once these parameters are setup the Animator Monitor component will automatically set the parameters based on the slot count (determined by the max Item Slot ID).