Unturned

Unturned

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Workshop: Items
By Nelson Sexton
This guide explains how to create items for Unturned.
   
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Intro
Items in Unturned encompass anything that can be placed in the in-game inventory. All items share some properties, while each item type has its own unique requirements. Any item found in the game can be configured or created from scratch as instructed below:
General
This guide assumes that you have seen how to export objects from Unity 5 for use in Unturned. The process is exactly the same, but rather than following the object format you will follow the item format specified. The object guide can be found: Here

All items share some properties and objects. This information must be provided for any item you want to modify or create.

Data:
  • Type: Each category of item has its own type. The type to use can be found for each specific item category below.
  • Useable: This defines which class to use for the item when equipped. If unspecified it will default to None, meaning that the item cannot be equipped. Which value to use for equippable items can be found below for each item category.
  • ID: The item ID is used to spawn it into the game, and is represented as an unsigned 16 bit integer meaning the range [0, 65535]. It is recommended not to use a value less than 2,000 as those are reserved for official content.
  • Size_X: The width of the item in the inventory.
  • Size_Y: The height of the item in the inventory.
  • Size_Z: The size of the camera for item icons. This is explained further in the objects documentation.
  • Amount: The amount of this item in a full container. For example a 30 bullet magazine would have an amount of 30.
  • Count_Min: The minimum amount to generate.
  • Count_Max: The maximum amount to generate.
  • Quality_Min: The minimum quality to generate. Set to 10 by default.
  • Quality_Max: The maximum quality to generate. Set to 90 by default.
  • Backward: If mentioned the item is intended to be held in the opposite hand like a bow.
  • Slot: Which primary or secondary slot to store the item in. Secondary items can be both.
  • Blueprints: The number of blueprints available.
  • Blueprint_#_Type: The category to sort the blueprint into. Currently this can be tool, apparel, supply, gear, ammo, barricade, structure or repair.
  • Blueprint_#_Supplies: The number of supplies needed to craft it.
  • Blueprint_#_Supply_#_ID: The ID of the supply item.
  • Blueprint_#_Supply_#_Amount: The amount of the supply item.
  • Blueprint_#_Tool: The ID of the tool item. This is not consumed when crafting.
  • Blueprint_#_Product: The ID of the product.
  • Blueprint_#_Products: The amount of the product.
  • Blueprint_#_Build: The effect ID to play.
  • Blueprint_#_Level: The skill level needed.
  • Blueprint_#_Skill: The skill needed to craft. Currently this can be none, craft, cook or repair.
Objects:
  • A gameobject called "Item" tagged and layered with 4 and 13 respectively. There should be a box collider component with minimum dimensions (0.2, 0.2, 0.2). Any renderers can be attached to the root or with LODs as Model_#. Parent a transform called "Icon" to it. This is used to draw an icon with an orthographic camera. To test the position of your icon attach a temporary Camera and adjust its Size value. This value should be assigned to Size_Z in the data.
  • If you would like a sound to play when the item is equipped include an audioclip called "Equip".
  • For any equippable items a gameobject with an Animation component must be attached. Every item should have an Equip animation at least, any others required will be mentioned in the per-item documentation. If you would like your item to be inspectable it needs an Inspect animation.
Guns
All weapon information must also be provided.

Data:
  • Type: Gun
  • Useable: Gun
  • Ammo_Min: The minimum amount of ammo to generate.
  • Ammo_Max: The maximum amount of ammo to generate.
  • Sight: The sight item ID to spawn attached.
  • Hook_Sight: Specified if a sight can be manually attached.
  • Tactical: The tactical item ID to spawn attached.
  • Hook_Tactical: Specified if a tactical can be manually attached.
  • Grip: The grip item ID to spawn attached.
  • Hook_Grip: Specified if a grip can be manually attached.
  • Barrel: The barrel item ID to spawn attached.
  • Hook_Barrel: Specified if a barrel can be manually attached.
  • Magazine: The magazine item ID to spawn attached.
  • Replace: Multiplier of the reload animation length before the magazine is respawned.
  • Caliber: The caliber ID to check for attachment compatibility.
  • Firerate: The number of ticks per bullet.
  • Action: The firemode of the item. This will very likely be reworked in the future, but currently this can be trigger, bolt, pump, rail, string, break or rocket.
  • Safety: Specified if safety can be swapped to.
  • Semi: Specified if semi can be swapped to.
  • Auto: Specified if auto can be swapped to.
  • Spread_Hip: The spread multiplier when not aimed.
  • Spread_Aim: The spread multiplier when aimed. This is multiplied by the spread_hip value.
  • Recoil_Min_X: The minimum horizontal look recoil in degrees.
  • Recoil_Max_X: The maximum horizontal look recoil in degrees.
  • Recoil_Min_Y: The minimum vertical look recoil in degrees.
  • Recoil_Max_Y: The maximum vertical look recoil in degrees.
  • Shake_Min_X: The minimum X axis physical recoil.
  • Shake_Max_X: The maximum X axis physical recoil.
  • Shake_Min_Y: The minimum Y axis physical recoil.
  • Shake_Max_Y: The maximum Y axis physical recoil.
  • Shake_Min_Z: The minimum Z axis physical recoil.
  • Shake_Max_Z: The maximum Z axis physical recoil.
  • Muzzle: The effect ID to play when shooting.
Objects:
  • The item gameobject needs transforms called "Sight", "Grip", "Barrel", "Magazine", "Tactical" and "Eject". Shells/casings are emitter from "Eject" along the Z axis. Sights, grips, barrels and magazines are aligned along the Y axis with Z up. Tacticals are aligned along the Y axis with the X axis up.
  • Audioclips called "Shoot", "Reload" and "Hammer". An "Aim" audioclip can be included as well.
  • Animations called "Aim_Start", "Aim_Stop", "Attach_Start", "Attach_Stop", "Equip", "Hammer", "Reload", "Scope", "Sprint_Start" and "Sprint_Stop". The "Scope" animation is played when firing a single shot weapon while scoped.
Melee
All weapon information must also be provided.

Data:
  • Type: Melee
  • Useable: Melee
  • Strength: The damage multiplier when using a strong swing.
  • Weak: Multiplier of the weak animation length for when to apply damage. Default is 0.5
  • Strong: Multiplier of the strong animation length for when to apply damage. Default is 0.33.
  • Stamina: Amount of stamina needed to swing it.
  • Repair: Specified if this can be used to repair vehicles.
  • Repeated: Specified if this can be held down like a chainsaw.
  • Light: Specified if this item can be turned on/off.
Objects:
  • An audioclip called "Use" played when swung.
  • Animations called "Weak" and "Strong" played depending on the strength of the swing. For repeated melee provide "Start_Swing" and "Stop_Swing" animations instead.
Weapons
Data:
  • Range: The maximum range before no damage is dealt.
  • Player_Damage: The base player damage.
  • Player_Leg_Multiplier: The multiplier of player_damage against player legs.
  • Player_Aim_Multiplier: The multiplier of player_damage against player arms.
  • Player_Spine_Multiplier: The multiplier of player_damage against player body.
  • Player_Skull_Multiplier: The multiplier of player_damage against player headshot.
  • Zombie_Damage: The base zombie damage.
  • Zombie_Leg_Multiplier: The multiplier of zombie_damage against zombie legs.
  • Zombie_Aim_Multiplier: The multiplier of zombie_damage against zombie arms.
  • Zombie_Spine_Multiplier: The multiplier of zombie_damage against zombie body.
  • Zombie_Skull_Multiplier: The multiplier of zombie_damage against zombie headshot.
  • Animal_Damage: The base animal damage.
  • Animal_Leg_Multiplier: The multiplier of animal_damage against animal legs.
  • Animal_Spine_Multiplier: The multiplier of animal_damage against animal body.
  • Animal_Skull_Multiplier: The multiplier of animal_damage against animal headshot.
  • Barricade_Damage: Damage dealt to barricades.
  • Structure_Damage: Damage dealt to structures. It is recommended to keep this low for non-explosives, as many players find it frustrating to have their base easily destroyed. In singleplayer this is multiplied by 3.
  • Vehicle_Damage: Damage dealt to vehicles.
  • Resource_Damage: Damage dealt to resources.
  • Durability: The chance to lose durability when using, where 0 is 0% and 1 is 100% chance.
Consumeable
Data:
  • Type: Consumeable
  • Useable: Consumeable
  • Health: The amount of health to add.
  • Food: The amount of food to add.
  • Water: The amount of water to add.
  • Virus: The amount of virus to remove.
  • Disinfectant: The amount of virus to add.
  • Energy: The amount of energy to add.
  • Vision: The time to cause visions like berries. This is stacked with each time eaten.
  • Bleeding: Specified is bleeding is cured.
  • Broken: Specified if broken legs are cured.
  • Aid: Specified if other players can be healed with right click.
Objects:
  • An audioclip called "Use" played when consumed.
  • An animation called "Use" played when used on oneself. If it can be used on others an "Aid" animation is also needed.
Shirts
All clothing information must also be provided.

Data:
  • Type: Shirt
  • Useable: Shirt
Objects:
  • A 128x128 transparent texture called "Shirt" with read/write enabled. Similar "Metallic" and "Emission" textures can also be provided which work the same as with the standard shader.
  • An animation called "Use" played when manually equipped and worn.
Pants
All clothing information must also be provided.

Data:
  • Type: Pants
  • Useable: Pants
Objects:
  • A 128x128 transparent texture called "Pants" with read/write enabled. Similar "Metallic" and "Emission" textures can also be provided which work the same as with the standard shader.
  • An animation called "Use" played when manually equipped and worn.
Hats
All clothing information must also be provided.

Data:
  • Type: Hat
  • Useable: Hat
Objects:
  • A gameobject called "Hat" tagged and layered with 1 and 10 respectively. There should be a box collider component used for the inspect screen taking off along with a kinematic rigidbody. Any renderers can be attached to the root or with LODs as Model_#.
  • An animation called "Use" played when manually equipped and worn.
Backpacks
All clothing information must also be provided.

Data:
  • Type: Backpack
  • Useable: Backpack
Objects:
  • A gameobject called "Backpack" tagged and layered with 1 and 10 respectively. There should be a box collider component used for the inspect screen taking off along with a kinematic rigidbody. Any renderers can be attached to the root or with LODs as Model_#.
  • An animation called "Use" played when manually equipped and worn.
Vests
All clothing information must also be provided.

Data:
  • Type: Vest
  • Useable: Vest
Objects:
  • A gameobject called "Vest" tagged and layered with 1 and 10 respectively. There should be a box collider component used for the inspect screen taking off along with a kinematic rigidbody. Any renderers can be attached to the root or with LODs as Model_#.
  • An animation called "Use" played when manually equipped and worn.
Masks
All clothing information must also be provided.

Data:
  • Type: Mask
  • Useable: Mask
Objects:
  • A gameobject called "Mask" tagged and layered with 1 and 10 respectively. There should be a box collider component used for the inspect screen taking off along with a kinematic rigidbody. Any renderers can be attached to the root or with LODs as Model_#.
  • An animation called "Use" played when manually equipped and worn.
Glasses
All clothing information must also be provided.

Data:
  • Type: Glasses
  • Useable: Glasses
  • Vision: Specified if nightvision is provided by this.
Objects:
  • A gameobject called "Glasses" tagged and layered with 1 and 10 respectively. There should be a box collider component used for the inspect screen taking off along with a kinematic rigidbody. Any renderers can be attached to the root or with LODs as Model_#.
  • An animation called "Use" played when manually equipped and worn.
Clothing
Data:
  • Armor: How much to multiply incoming damage by.
  • Width: The amount of horizontal storage space.
  • Height: The amount of vertical storage space.
  • Hair: Specified if hair shows up when wearing.
  • Beard: Specified if beard shows up when wearing.
Sights
All attachments information must also be provided.

Data:
  • Type: Sight
  • Zoom: Amount of zoom, i.e. 12 for a 12x scope.
Objects:
  • A gameobject called "Sight" tagged and layered with 4 and 13 respectively. Any renderers can be attached to the root or with LODs as Model_#. Inside the first model should be a transform named "Aim" with the Y axis aligned to the aim orientation. Dual render scopes need a transform named "Scope" tagged and layered with 2 and 11 respectively. The main texture of the renderer on this will be replaced with the scope render texture.
Tacticals
All attachments information must also be provided.

Data:
  • Type: Tactical
  • Firerate: Amount to decrease minimum fire delay.
  • Laser: Specified if a laser can be toggled.
  • Light: Specified if a light can be toggled.
  • Rangefinder: Specified if a rangefinder can be toggled.
Objects:
  • A gameobject called "Tactical" tagged and layered with 4 and 13 respectively. Any renderers can be attached to the root or with LODs as Model_#. Inside the first model should be a transform named "Light" or "Laser" if needed.
Grips
All attachments information must also be provided.

Data:
  • Type: Grip
  • Bipod: Specified if any effects only take place when prone.
Objects:
  • A gameobject called "Grip" tagged and layered with 4 and 13 respectively. Any renderers can be attached to the root or with LODs as Model_#.
Barrels
All attachments information must also be provided.

Data:
  • Type: Barrel
  • Braked: Specified if a muzzle flash is hidden.
  • Silenced: Specified if alerts are not generated.
  • Volume: Amount to multiply shoot sound volume.
Objects:
  • A gameobject called "Tactical" tagged and layered with 4 and 13 respectively. Any renderers can be attached to the root or with LODs as Model_#. Inside the first model should be a transform named "Light" or "Laser" if needed.
  • An audioclip named "Shoot" played when this barrel is shot.
Magazines
All attachments information must also be provided.

Data:
  • Type: Magazine
  • Pellets: Number of bullet rays shot.
  • Stuck: Amount of quality to lose when hit.
Objects:
  • A gameobject called "Magazine" tagged and layered with 4 and 13 respectively. Any renderers can be attached to the root or with LODs as Model_#.
Attachments
Data:
  • Calibers: The number of caliber available.
  • Caliber_#: The caliber ID this is compatible with.
  • Recoil_X: Amount to multiply horizontal look recoil by.
  • Recoil_Y: Amount to multiply vertical look recoil by.
  • Spread: Amount to multiply spread by.
  • Shake: Amount to multiply physical recoil by.
  • Damage: Amount to multiply damage by.
Storage
All barricades information must also be provided.

Data:
  • Storage_X: Horizontal storage space.
  • Storage_Y: Vertical storage space.
Farms
All barricades information must also be provided.

Data:
  • Growth: How long before it is fully grown.
  • Grow: The item ID to spawn when harvested.
Objects:
  • Children for the growth stages parented to the barricade named Foliage_0 and Foliage_1.
Traps
All barricades information must also be provided.

Data:
  • Player_Damage: How much damage to do against players.
  • Zombie_Damage: How much damage to do against zombies.
  • Animal_Damage: How much damage to do against animal.
Barricades
Data:
  • Type: Barricade
  • Useable: Barricade
  • Build: The type of barricade, this can currently be fortification, barricade, door, gate, bed, ladder, storage, farm, torch, campfire, spike, wire, generator or spot.
  • Health: How much health to spawn with.
  • Range: How far away this structure can be placed.
  • Offset: How far above the point to place.
  • Explosion: The effect ID to play when destroyed.
  • Locked: Specified if this is locked to an owner.
Objects:
  • A GameObject called "Barricade" tagged and layered with 19 and 27 respectively. Any renderers can be attached to the root or with LODs as Model_#.
  • A "Clip" GameObject spawned on the server with only collision data.
  • A simplified collision "Nav" GameObject tagged and layered with 14 and 22 respectively.
  • An animation and audioclip named "Use" played when the structure is built.
Structures
Data:
  • Type: Structure
  • Useable: Structure
  • Construct: The type of structure, this can currently be floor, wall, rampart, roof, pillar or post.
  • Health: How much health to spawn with.
  • Range: How far away this structure can be placed.
  • Explosion: The effect ID to play when destroyed.
Objects:
  • A GameObject called "Structure" tagged and layered with 20 and 28 respectively. Any renderers can be attached to the root or with LODs as Model_#.
  • Door hooks should be named "Door" and tagged and layered with 0 and 8 respectively.
  • Gate hooks should be named "Gate" and tagged and layered with 0 and 8 respectively.
  • Window hooks should be named "Slot" and tagged and layered with 0 and 8 respectively.
  • Roof hooks should be named "Roof" and tagged and layered with 0 and 31 respectively.
  • Pillar hooks should be named "Pillar" and tagged and layered with 0 and 18 respectively.
  • Wall hooks should be named "Wall" and tagged and layered with 0 and 5 respectively.
  • A "Clip" GameObject spawned on the server with only collision data.
  • A simplified collision "Nav" GameObject tagged and layered with 14 and 22 respectively.
  • An animation and audioclip named "Use" played when the structure is built.
Throwables
All weapon information must also be provided for explosives.

Data:
  • Type: Throwable
  • Useable: Throwable
  • Explosive: Specified if the explosive component is used.
Objects:
  • A gameobject called "Throwable" tagged and layered with 3 and 12. There should be a box collider with minimum size (0.5, 0.5, 0.5) and a rigidbody with interpolation enabled.
  • An animation and audioclip called "Use" played when thrown.
Fuels
Data:
  • Type: Fuel
  • Useable: Fuel
  • Fuel: Amount of fuel added to target.
  • Durability: Amount of quality loss when poured.
Objects:
  • An animation and an audioclip called "Use" played when poured.
Fertilizers
Data:
  • Type: Grower
  • Useable: Grower
Objects:
  • An animation and an audioclip called "Use" played when poured.
Optics
Data:
  • Type: Optic
  • Useable: Optic
  • Zoom: Amount of zoom, i.e. 12 for a 12x scope.
Canteens
Data:
  • Type: Refill
  • Useable: Refill
  • Water: Amount of water drunk.
  • Durability: Amount of quality loss when drank.
Objects:
  • An animation and an audioclip called "Use" played when drank.
Fishing
Data:
  • Type: Fisher
  • Useable: Fisher
  • Fishes: Number of fishes catchable.
  • Fish_#: Item ID of the catchable fish.
  • Durability: Amount of quality loss when cast.
Objects:
  • Animations and audioclips called "Cast", "Reel" and "Tug". Cast is played when throwing the bob, reel is played when reeling in the bob and tug is played when a fish bites.
    121 Comments
    P0lar1ce Jan 9 @ 6:23pm 
    How do we upload a blowtorch skin cause its not available in the dropdown?
    TankTrap Dec 18, 2023 @ 5:17pm 
    Bro I clicked on the link to create stockpile submissions guide and it gave me a link back here
    KOR_APUcard Jun 17, 2020 @ 2:17pm 
    Can I ask about what is Detonator's item data?
    ich bin meow Mar 26, 2020 @ 11:31am 
    wa ta fak
    Wylde Mar 18, 2020 @ 3:36pm 
    WHAT?
    Whiterun Guard Dec 23, 2019 @ 5:38pm 
    "guide used for those who are assumed to know how to export into the Unturned Workshop" dude, you didnt even explain how to do that
    DoodleMold Jan 12, 2019 @ 7:51pm 
    ?
    Hamdi Efendi Jul 29, 2018 @ 4:56am 
    I have a 1 model but I can't this model turn unity 3d file
    I'd say only partially helpful. Look, I appreceate this, but I have been looking everywhere on how to find out how to put the items into a mod. I want to make a server with custom mods made by me but I can't find how to make the MOD.
    Kylo Nov 11, 2017 @ 4:35pm 
    I want to remodel the money to a Coin what category would the money fall into?