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Inventory and Holdables
Item kinds, slots, hold zones, and deposits

Inventory (stored items)

  1. Create the item in Blender and check Trigger in the Folded Paper Engine panel.
  2. Then, under Folded Paper Engine → Inventory Item set the Inventory Item Kind ID and a starting Quantity.
  3. Duplicate the mesh in Blender if you want multiple pickups in the level.
  4. In Godot, add an FPE Inventory Config node to your scene. Register each Inventory Item Kind with the same ID you used in Blender and set the inventory size (slot count) for the player.
  5. When the player touches the item, the item kind, with allotted quantity, move into the Player's inventory slot(s).

Holdable Items (carried in hands)

  1. Select your Player in Blender and open Player Controls. Choose the First Person control style and check Can Hold Items.
  2. Create the item you want to carry. Under Items → Folded Paper Engine, check Holdable so it can be picked up and attached to the Hold Zone.
  3. Make sure to add the `-rigid` postfix to the Items name so that it becomes a Rigid Object.
  4. Holdable Items stay physical. The Hold Zone in front of the camera keeps the item steady instead of teleporting it.
  5. A held item will stay between a player and another physical object, avoiding issues with items being allowed to clip through walls and other structures.
  6. In-game, the player presses the Use action to pick up a Holdable Item and drops it if they press the Use key again.
  7. Holdable Items can trigger Withdraw and Deposit triggers accordingly.

Good to know

  • Inventory items live in slots and can stack by quantity; Holdable Items are single physical objects kept in front of the camera.
  • Use clear names for Inventory Item Kind (Example: `PRECIOUS_MAGIC_JEWEL`) so you can match them in the Godot configuration without guessing.
  • Combine both systems: let the player carry a Holdable Items temporarily, then use Sub Scenes or code to convert it into an inventory item when they place it in a trigger or deposit.
Deposits and prompts (Advanced)
  • Pair a Holdable Item with a trigger group to show an on-screen prompt when the player is close enough to grab it. Use the Hold Zone Scene under Player Controls to add a Sub Scene to the Hold Zone that can contain Triggers and Animations that allow you to notify your Players about different Holdable Item states through Triggers like Holdable Items Available.
  • Deposit events could potentially watch for a specific Inventory Item Kind; when detected, delete the Holdable and add the matching inventory stack.