Loot — Integrations¶
Cross-system glue for the Loot system. Each folder compiles only when both systems are installed.
| Folder | Compiles when | Provides |
|---|---|---|
InventoryIntegration | REV_LOOT_PRESENT + REV_INVENTORY_PRESENT | Delivers item awards into a container |
CurrencyIntegration | REV_LOOT_PRESENT + REV_CURRENCY_PRESENT | Credits currency awards to a wallet |
HealthIntegration | REV_LOOT_PRESENT + REV_HEALTH_PRESENT | LootDropOnDeath, rolls a table when something dies |
PickupsIntegration | REV_LOOT_PRESENT + REV_PICKUPS_PRESENT | Spawns awards into the world instead of granting them directly |
Every adapter is optional. A project with only Inventory installed grants items and quietly ignores currency awards; the rolls themselves are identical either way.
Spawning pickups¶
One prefab covers every award. Rather than mapping each item to its own pickup prefab, the spawned instance carries the rolled award on a LootPickupPayload and applies it when collected.
Two things about the prefab matter:
- It must already have a
LootPickupPayloadon it. Adding one after spawning is too late — the Pickups trigger relay resolves its receiver duringAwake, which has run by the timeInstantiatereturns. - Collection uses the Pickups system's own plumbing, so the prefab also needs a
TriggerRelay3D(or the 2D variant) and a trigger collider.
Awards granted through a collected pickup never spawn further pickups, whatever the service is set to — otherwise collecting one would spawn another, forever.