Agent Inventory
Agents within your scene each have their own inventory system. This is used to carry items within the scene and is easy to setup.
Slot System
Each item must be carried within a slot and a slot only can take one type of item, these represent position items can go onto on an agent. When an item is picked up its Unity Rigidbody is made kinematic, it is made a child of the slot, and it is positioned so that its hold point (or its origin, if it has none) sits on the slot. It then moves and rotates with the slot. On dropping the item it is unparented from the slot and its Rigidbody stops being kinematic, so gravity takes effect. Slots can be added to agents by adding components to the model used for the agent, and can go directly on the bone game objects.
The Hold Point Editor adds, places and saves slots and item hold points while previewing the agent's animations, without entering play mode.
In Use
This means that the slot currently has an item in it.
Slot Types
This is powered via a collection held as a scriptable object. The default ones which come with the tool are; 'Dominant Hand Handle', 'Non-Dominant Hand Handle' and 'Storage'. These types can be used to filter the slot used for picking up items and how the item is positioned to the slot.
Relation to Points of Interest (POI) on Items
An item is held by its inventory point of interest of the same type as the slot holding it. If the action names a slot type, that type is used; otherwise the slot's own type is. The two hand types stand in for each other (i.e. if a Non-Dominant Hand Handle is needed but the item only has a Dominant Hand Handle, the Dominant Hand Handle is used). If the item has neither, it is held by its origin.
When an action does not name a slot type, an agent picking up an item prefers a free slot the item has a matching point for, so an item authored for the off hand goes to the off hand.
Total
This is the amount of the same object the agent is carrying in this slot, when agents pick up items they will attempt to use the same slot if it is the same type of item.
Item Sizes
Items can come in a range of sizes, the default list is; small, medium, large and hidden. These are listed in size order (small being small, hidden being the biggest). Items will have to be the exact size unless you enable allow smaller.
Interacting With Slots
Every agent will have their own slot service which manages the relationships of these components under the hood of the ownership service. The ownership service also contains information about buildings, rooms and possible other items agents have access to but this can be filtered using the ownership flag.
Debug
To check a grip against an animation, use the Hold Point Editor: it shows the agent in any frame of any clip, holding the item the way the runtime would.
To quickly place an item in one slot in your scene, select the slot and use the Debug Item 'Test Object' field, which places the item using the POI system.