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Version: 0.13.0

Introduction to Items

Items are one of the main ways agents connect to the world.

In the current workflow, items are not just props. They are the things agents search for, carry, reserve, use, and interpret through behaviour actions.

What items are for

Items can be both:

  • physical objects such as an axe, loaf of bread, or bucket
  • conceptual interaction anchors such as a fishing spot or work station target

What matters is that the system can treat them as valid targets for actions and ownership logic.

Why items matter

Without items, agents have far fewer concrete things to do in the scene.

Items are used for:

  • work interactions
  • need fulfillment
  • carrying and storing objects
  • ownership filtering
  • point-of-interest based positioning

Point of Interest (POI)

Points of Interest add more context to an item by marking meaningful sub-points on it.

The two default POI families are Inventory and Action.

Inventory

The default inventory-style points include:

  • Dominant Hand Handle
  • Non-Dominant Hand Handle
  • Storage

When an item is picked up and a slot type requires one of these points, the system can use that POI to place the item correctly relative to the agent slot.

This is what makes carried items feel attached intentionally instead of floating at a generic origin point.

Action

Action POIs are used to provide a meaningful interaction point on the item.

These are useful when a behaviour action should approach a specific place on an object rather than just the object center.

Interactions

Agents and items can interact with items in several ways.

  • agents can locate, pick up, carry, use, and drop them
  • behaviours can use them as action targets
  • ownership rules can decide who is allowed to access them
  • interactors can make them affect other scene objects

A useful mental model

Think of an item as a world object plus interaction metadata.

The visible object is only part of the story. The item data, POIs, ownership, and supporting collections are what make it useful to the simulation.

Good first examples

For a small medieval village scene, useful early items include:

  • tools such as hammers or axes
  • food items
  • storage containers
  • benches or seats with usable interaction points
  • workplace props tied to job behaviours

Next step

Read Items when you are ready for the fuller setup and ownership details.