Create Items (or anything)
Last updated
Last updated
Open Vault Dashboard (CTRL+SHIFT+I)
Pick a Class Type on the left column.
In the center column, click the New button at the top.
Select your new item in the center column and change it's properties.
Everything you make in Vault is created this way, not just "Items" for picking up. Vault holds all of your game's data - weapons, settings, hit-scan masks, standard prefabs, stat data - everything!
There is a clear distinction between "back end" data and the "runtime" game content. For example, if you create an Item like the one in the picture above then most of that data has no reason to exist anywhere else besides the database. All interested systems can just look at the 'back end data preset' for that item and find the Sprite, Description, Max Stack Size, etc.
Everything in the Database is a ScriptableObject
asset, auto-managed by Vault Core. You can run methods in them, instance them at runtime and serialize them to/from JSON. They're very powerful, so you should take advantage of them fully!
When you need to point to this data you can reference it from any inspector using the fancy attribute [AssetDropdown(typeof(T))]
and never think about it again. Most of this is already done for you in Prodigy, you just need to make data, but if you make new systems you can easily reference those classes in the same easy way they are everywhere else - without building any custom editor inspectors!
If you would like more information on this concept and process, check out the Vault Core and Vault Inventory Documentation.