GGG Equipment models named equipment slots, compatible items, and equipped-item state. It can represent weapons, tools, wearable gear, vehicle modules, and other item-to-slot relationships without depending on a combat system or Inventory.
Use the namespaces in the sidebar to browse the released public classes, interfaces, methods, and configuration types.
API structure
GGG.Equipment— Core contracts and implementations, includingIEquipment,EquipmentLoadout,EquipmentController,EquipmentSlot, andEquipmentEntry.GGG.Equipment.UI— Optional UI views for equipment slots and interactions, includingEquipmentSlotView.GGG.Items/GGG.Items.UI— Shared item definitions, instances, and reusable display contracts bundled as dependencies.
Working with the Equipment API
EquipmentSlotDefinition describes a role an item may occupy, and EquipmentLoadoutDefinition determines which slots belong to an equipment owner. EquippableItemDefinition describes compatibility between item definitions and equipment slots.
EquipmentLoadout is the core runtime model. EquipmentController is the Unity scene component hosting the model and exposing IEquipment operations. The API supports checking slot compatibility, querying equipped items, equipping, replacing, and unequipping exact ItemInstance objects.
Equipment deliberately does not decide what to do with an item displaced by replacement. Your game’s higher-level coordination logic is responsible for that behavior.
Module boundaries
Equipment requires GGG Items but works independently of Inventory. Projects combining the two can use a separate integration layer to coordinate transfers and preserve item identity.
For product details and demonstrations, see the Unity Assets catalog.