> For the complete documentation index, see [llms.txt](https://polymindgames.gitbook.io/welcome-to-gitbook/qgUktTCVlUDA7CAODZfe/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://polymindgames.gitbook.io/welcome-to-gitbook/qgUktTCVlUDA7CAODZfe/player/modules-and-behaviours/wieldable.md).

# Wieldable

## Player Wieldables Input (Behaviour)

{% hint style="info" %}
Delegates wieldable inputs (using the new Unity Input System) to the wieldable modules.
{% endhint %}

## Wieldables Controller (Module)

{% hint style="info" %}
Controller responsible for equipping and holstering wieldables.
{% endhint %}

**Audio Player:** The audio player that every wieldable will use.

## Wieldable Inventory Select Handler (Module)

{% hint style="info" %}
Takes care of selecting wieldables based on inventory items.
{% endhint %}

**Holster Container:** The corresponding inventory container (e.g. holster, backpack etc.) that this behaviour will use for selecting items.

**Select On Start:** Should this behaviour select the "*starting slot item"* on start.

**Starting Slot:** The fist slot that will be selected.

**Inventory Based Wieldables:** All of the Item Id - Wieldable pairs.

## Wieldable Survival Book Handler (Module)

{% hint style="info" %}
Handles enabling/disabling the survival book wieldable.
{% endhint %}

**Survival Book Prefab:** Corresponding survival book wieldable prefab.

**Left Pages Object Name:** The left pages object name of the book (used to parent the UI).

**Right Pages Object Name:** The right pages object name of the book (used to parent the UI).

**Toggle Cooldown:** How often can the survival book be enabled/disabled (in seconds).

## Wieldable Object Carry Handler (Behaviour)

{% hint style="info" %}
Handles object carry wieldable carriable display count.&#x20;
{% endhint %}

## Character Ray Generator (Module)

{% hint style="info" %}
Generates direction rays, used by the wieldables.
{% endhint %}

**Anchor:** Transform used in determining the base ray position and orientation.

**Walk Spread Mod:** How much will walking affect (randomly spread) the final ray.

**Run Spread Mod:** How much will running affect (randomly spread) the final ray.

**Crouch Spread Mod:** How much will crouching affect (randomly spread) the final ray.

**Airborne Spread Mod:** How much will being airborne affect (randomly spread) the final ray.

## Player Look Follow (Behaviour)

{% hint style="info" %}
Makes this object follow the player's look without parenting.

Removes the need for long transform hierarchies.
{% endhint %}


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