Equipment should be a system, not a pile of special cases
Weapons, armor, and other equippable items need consistent rules. The GGG Equipment System gives you a slot-based foundation without assuming that every equipped item is a weapon—or that your game even has combat.
What it handles
- Equipment slots. Define where items can be equipped and manage occupied or empty slots.
- Equipped-item state. Keep track of what is equipped through a dedicated equipment runtime.
- Flexible presentation. Use the included equipment UI views or connect your own presentation layer.
- Modular architecture. Keep equipment management separate from combat and inventory logic.
Inventory integration is optional
Equipment works on its own. For games that need items to move between inventory and equipment, a separate Inventory–Equipment Integration package is planned. That package is not yet being advertised as available.
Explore before you buy
Check the Equipment API reference to review the public interfaces and types. Get the Equipment System on Unity Asset Store.