Clothing Asset Reference
Clothing mods are among the highest-impact visual additions a modder can publish for Unturned™. A well-authored clothing set — matching hat, mask, shirt, vest, pants — transforms a server's visual identity and, in RP-server contexts, is often the primary revenue item in a Tebex store. A poorly authored clothing item that clips through the character model, fails to display the correct material, or breaks the character's hair visibility is visually prominent in a way that most other item types are not.
This article is the 57 Studios™ cohort's canonical reference for all seven clothing asset slots in Unturned™: Hat, Shirt, Pants, Mask, Vest, Backpack, and Glasses. It covers every .dat field for each slot, the Unity prefab requirements for wearable items (skinned mesh, attachment points, character skeleton binding), the slot enum reference, the distinction between cosmetic and functional clothing, and the difference between authoring a full mod and a workshop skin. RP-server branding context and integration with the 57 Studios custom clothing pipeline are included.

Prerequisites
- Familiarity with the Unturned™ item
.datformat. See Project Folder Structure and GUIDs. - Unity 2022.3 LTS. See How to Install Unity Editor.
- Blender 4.x or later for mesh authoring. See How to Install Blender.
- Familiarity with FBX export to Unity. See How to Export an FBX.
- Approximately 2–5 hours per clothing piece for a modder familiar with the Unturned™ prefab pipeline.
What you will learn
- How the seven clothing slots differ structurally and which
.datfields apply to each. - Every
.datfield for each slot: Armor, Storage_X/Storage_Y, Hair/Beard visibility, Hat_Type, and Health. - The Unity prefab requirements for wearable clothing: skinned mesh renderer, character skeleton bone binding, and deformation rigging.
- Which character skeleton attachment points exist and how each clothing slot uses them.
- The slot enum reference and how to confirm the correct slot for a garment.
- The distinction between cosmetic clothing (visual only, no gameplay stats) and functional clothing (armor, storage).
- The distinction between a full clothing mod (custom mesh +
.dat) and a workshop skin (texture replacement for an existing item). - How to test and diagnose common clothing mod authoring errors.
How Unturned's clothing system works
Unturned™ clothing is driven by the ItemClothingAsset class. When a player equips a clothing item, the runtime attaches the item's prefab to the character skeleton at the designated attachment bones, enables the skinned mesh renderer, and applies the .dat fields: Armor reduces incoming damage; Storage_X/Storage_Y expand the player's inventory grid; Hair and Beard flags control character hair visibility under headgear.
The character skeleton is the shared binding point for all clothing slots. Each slot has designated bones that the skinned mesh renderer uses. The clothing prefab does not move or animate independently; it deforms with the character skeleton.
Slot binding is automatic
Once the prefab's skinned mesh is correctly bound to the character skeleton bones in Unity, the runtime handles the attachment. The modder does not script the bone binding; it is driven by the skinned mesh renderer's bone references matching the character skeleton's bone names. The binding must be authored correctly in Unity — if bone names do not match, the clothing will not deform.
Slot reference
The seven clothing slots are mutually exclusive within each slot category. A player can wear one Hat, one Shirt, one Pants, one Mask, one Vest, one Backpack, and one Glasses item simultaneously.
| Slot | .dat value | Primary bones | Can have Armor | Can have Storage |
|---|---|---|---|---|
| Hat | Hat | Head, Neck | No | No |
| Shirt | Shirt | Spine, UpperArm_L, UpperArm_R, LowerArm_L, LowerArm_R | Yes | No |
| Pants | Pants | Pelvis, Thigh_L, Thigh_R, Shin_L, Shin_R | Yes | No |
| Mask | Mask | Head, Jaw | No | No |
| Vest | Vest | Spine, Chest | Yes | Yes |
| Backpack | Backpack | Spine_01, Spine_02, Shoulder_L, Shoulder_R | No | Yes |
| Glasses | Glasses | Head | No | No |
Glasses and Mask overlap
Glasses and Mask both bind to the head region. They occupy different slots and can be worn simultaneously. The Glasses item sits on the face at the eye/nose line; the Mask covers the lower face. Both can be equipped at the same time without conflict.
Common .dat identity fields (all slots)
All clothing items share the same identity field set regardless of slot.
| Field | Type | Example | Purpose |
|---|---|---|---|
ID | uint16 | 5001 | Unique item ID. Must not collide with vanilla or other mod IDs. |
GUID | uint128 | a1b2c3d4e5f6a7b8c9d0e1f2a3b4c5d6 | 128-bit globally unique identifier. |
Type | enum | Hat | The item category. Must match the intended slot exactly. |
Name | string | MyHelmet | The internal name. |
Rarity | enum | Uncommon | Common, Uncommon, Rare, Epic, Legendary, Mythical. |
Size_X / Size_Y | uint8 | 2 / 2 | Inventory grid footprint when the item is not equipped. |
Useable | enum | Clothing | Must be Clothing for all wearable items. |
Hat slot fields
Hat items cover the player's head. They control Hair and Beard visibility on the character model and can define a hat type for cosmetic category.
Hat .dat fields
| Field | Type | Present by default | Purpose |
|---|---|---|---|
Hair | flag | See below | Controls whether character hair is visible while hat is equipped. |
Beard | flag | See below | Controls whether character beard is visible while hat is equipped. |
Hat_Type | enum | Optional | Cosmetic category for hat filtering UI. |
Hair and Beard flag behavior
.dat state | Behavior |
|---|---|
Hair flag absent | Character hair is hidden when hat is equipped. |
Hair flag present | Character hair remains visible when hat is equipped. |
Beard flag absent | Character beard is hidden when hat is equipped. |
Beard flag present | Character beard remains visible when hat is equipped. |
When to show hair
Use the Hair flag for hats that logically allow hair to show through — baseball caps, beanies, visors. Omit Hair for hats that fully enclose the head — helmets, full hoods, balaclavas. Matching the flag state to the visual design avoids the uncanny result of hair clipping through an enclosed helmet.
Hat_Type enum values
| Value | Description |
|---|---|
Hat | Standard hat. Default category. |
Helmet | Protective helmet. No gameplay difference; cosmetic grouping. |
Hood | Hood. No gameplay difference; cosmetic grouping. |
Example Hat.dat (helmet, no hair)
ID 5001
GUID a1b2c3d4e5f6a7b8c9d0e1f2a3b4c5d6
Type Hat
Name MyHelmet
Rarity Uncommon
Size_X 2
Size_Y 2
Useable Clothing
Hat_Type HelmetExample Hat.dat (baseball cap, hair visible)
ID 5002
GUID b2c3d4e5f6a7b8c9d0e1f2a3b4c5d6e7
Type Hat
Name MyBaseballCap
Rarity Common
Size_X 2
Size_Y 1
Useable Clothing
Hat_Type Hat
Hair
BeardShirt slot fields
Shirt items cover the player's torso and arms. They support the Armor field for damage reduction.
Shirt .dat fields
| Field | Type | Range | Cohort default | Purpose |
|---|---|---|---|---|
Armor | float | 0.0 to 1.0 | 0.95 | Damage multiplier when equipped. Lower values = more protection. 1.0 = no protection. 0.8 = 20% damage reduction. |
Armor is a multiplier, not a flat reduction
Armor 0.8 means incoming damage is multiplied by 0.8, resulting in 20% damage reduction. Armor 0.5 is 50% reduction. Armor 1.0 is no reduction. Armor 0.0 would mean zero damage from all sources — this is not recommended for player-facing items.
Example Shirt.dat (light armor)
ID 5010
GUID c3d4e5f6a7b8c9d0e1f2a3b4c5d6e7f8
Type Shirt
Name MyMilitaryShirt
Rarity Uncommon
Size_X 2
Size_Y 2
Useable Clothing
Armor 0.9Example Shirt.dat (cosmetic only, no armor)
ID 5011
GUID d4e5f6a7b8c9d0e1f2a3b4c5d6e7f8a9
Type Shirt
Name MyCasualShirt
Rarity Common
Size_X 2
Size_Y 1
Useable Clothing
Armor 1.0Pants slot fields
Pants items cover the player's lower body. They support the Armor field identically to Shirt items.
Pants .dat fields
| Field | Type | Range | Cohort default | Purpose |
|---|---|---|---|---|
Armor | float | 0.0 to 1.0 | 0.95 | Damage multiplier. Same semantics as Shirt Armor. |
Example Pants.dat
ID 5020
GUID e5f6a7b8c9d0e1f2a3b4c5d6e7f8a9b0
Type Pants
Name MyMilitaryPants
Rarity Uncommon
Size_X 2
Size_Y 2
Useable Clothing
Armor 0.9Mask slot fields
Mask items cover the player's face and jaw. They do not support Armor or Storage. Their primary function is cosmetic, though RP servers use masks extensively for faction identity.
Mask .dat fields
Mask items have no slot-specific fields beyond the common identity fields. The Type Mask declaration is the only required slot-specific configuration.
Example Mask.dat
ID 5030
GUID f6a7b8c9d0e1f2a3b4c5d6e7f8a9b0c1
Type Mask
Name MyFactionMask
Rarity Rare
Size_X 1
Size_Y 1
Useable ClothingMask and Glasses conflict check
Masks and Glasses occupy different slots and can be equipped simultaneously. However, if the mask mesh and glasses mesh overlap in 3D space, z-fighting will occur. Author the prefabs with sufficient clearance between the mask surface and the glasses surface to avoid this.
Vest slot fields
Vest items cover the player's chest over the shirt. Vest items are unique in supporting both Armor and Storage simultaneously, making them the most configuration-dense clothing slot.
Vest .dat fields
| Field | Type | Range | Cohort default | Purpose |
|---|---|---|---|---|
Armor | float | 0.0 to 1.0 | 0.9 | Damage multiplier. Same semantics as Shirt and Pants Armor. |
Storage_X | uint8 | 0–10 | 4 | Number of inventory columns added while vest is equipped. |
Storage_Y | uint8 | 0–10 | 4 | Number of inventory rows added while vest is equipped. |
Vest storage grid sizing
The total additional inventory slots provided by a vest is Storage_X × Storage_Y. A vest with Storage_X 4 and Storage_Y 4 adds 16 slots. A vest with Storage_X 5 and Storage_Y 3 adds 15 slots with a different grid aspect ratio.
| Vest tier | Storage_X | Storage_Y | Total slots | Armor |
|---|---|---|---|---|
| Lightweight | 3 | 3 | 9 | 0.95 |
| Standard | 4 | 4 | 16 | 0.9 |
| Tactical | 5 | 4 | 20 | 0.85 |
| Carrier | 6 | 4 | 24 | 0.8 |
Do not exceed Storage_X 10 or Storage_Y 10
Values above 10 on Storage_X or Storage_Y produce undefined inventory grid behavior. The inventory UI does not scale beyond the 10-column maximum. Keep values within the 0–10 range per axis.
Example Vest.dat (tactical carrier)
ID 5040
GUID a7b8c9d0e1f2a3b4c5d6e7f8a9b0c1d2
Type Vest
Name MyTacticalVest
Rarity Rare
Size_X 2
Size_Y 2
Useable Clothing
Armor 0.85
Storage_X 5
Storage_Y 4Backpack slot fields
Backpack items are worn on the player's back and expand inventory storage without providing armor. They are the primary storage expansion item in survival gameplay.
Backpack .dat fields
| Field | Type | Range | Cohort default | Purpose |
|---|---|---|---|---|
Storage_X | uint8 | 0–10 | 5 | Number of inventory columns in the backpack. |
Storage_Y | uint8 | 0–10 | 5 | Number of inventory rows in the backpack. |
Backpack vs. vest storage
Backpack storage and vest storage expand different inventory regions. Backpack storage is a separate grid from the vest storage expansion. A player can benefit from both simultaneously.
Backpack storage tier reference
| Backpack tier | Storage_X | Storage_Y | Total slots | Vanilla equivalent |
|---|---|---|---|---|
| Small sack | 3 | 3 | 9 | Knapsack |
| Day pack | 4 | 4 | 16 | Daypack |
| Large rucksack | 5 | 6 | 30 | Military Pack |
| Expedition pack | 8 | 8 | 64 | Alicepack |
Large backpacks affect player hitbox perception
A backpack with a large physical mesh extends visually behind the character. The physical hitbox does not change, but the visual extension can make the character appear larger than their actual hitbox. Test large backpack meshes in-game to confirm the visual footprint is acceptable for the server context.
Example Backpack.dat (military rucksack)
ID 5050
GUID b8c9d0e1f2a3b4c5d6e7f8a9b0c1d2e3
Type Backpack
Name MyMilitaryRucksack
Rarity Uncommon
Size_X 2
Size_Y 3
Useable Clothing
Storage_X 5
Storage_Y 6Glasses slot fields
Glasses items sit on the player's face at the eye and nose region. They do not support Armor or Storage. Their function is cosmetic. RP servers use glasses extensively for faction roles (medic glasses, pilot goggles, scientist spectacles).
Glasses .dat fields
Glasses items have no slot-specific fields beyond the common identity fields. The Type Glasses declaration is the only required slot-specific configuration.
Example Glasses.dat
ID 5060
GUID c9d0e1f2a3b4c5d6e7f8a9b0c1d2e3f4
Type Glasses
Name MyPilotGoggles
Rarity Uncommon
Size_X 1
Size_Y 1
Useable ClothingUnity prefab requirements for clothing
A clothing item's visual component is delivered as a Unity prefab packaged in a master bundle. The prefab must meet specific structural requirements or the clothing will not deform correctly on the character model.
Required prefab components
| Component | Required | Purpose |
|---|---|---|
| SkinnedMeshRenderer | Yes | The mesh that deforms with the character skeleton. |
| Mesh | Yes | The garment geometry authored in Blender. |
| Material | Yes | The shader and textures applied to the mesh. |
| Bone references | Yes | Bone transforms referencing the character skeleton bones by name. |
SkinnedMeshRenderer is mandatory
Clothing must use a SkinnedMeshRenderer, not a MeshRenderer. A MeshRenderer is a static mesh; it does not deform with the character skeleton. A clothing item attached with a MeshRenderer will appear rigidly fixed to one position on the character and will not follow limb animations. This is the most common structural error in first-time clothing mods.
Character skeleton bone reference
The character skeleton bone names used in the Unturned™ runtime are listed below. The skinned mesh renderer's bone list must reference these names exactly. Any mismatch produces either no deformation or incorrect deformation.
| Bone name | Region |
|---|---|
Character_Head | Head |
Character_Neck | Neck |
Character_Spine | Lower spine |
Character_Spine1 | Upper spine / chest |
Character_LeftUpperArm | Left upper arm |
Character_LeftForeArm | Left forearm |
Character_RightUpperArm | Right upper arm |
Character_RightForeArm | Right forearm |
Character_Hips | Pelvis |
Character_LeftUpLeg | Left thigh |
Character_LeftLeg | Left shin |
Character_RightUpLeg | Right thigh |
Character_RightLeg | Right shin |
Bone name case sensitivity
Bone names are case-sensitive in Unity's SkinnedMeshRenderer. Character_Head and character_head are different references. Confirm the exact capitalization of each bone name against the list above. A single character mismatch will break deformation for that bone region.
Clothing prefab authoring workflow in Blender
Fitting the garment to the character
The garment mesh must be modeled to match the Unturned™ character body proportions. The cohort-recommended workflow is to import the vanilla character FBX as a reference object in Blender and to model the garment mesh around it in edit mode. The garment should sit 1–3mm outside the character body surface to prevent z-fighting.
Avoid interior faces
Any face of the garment mesh that sits inside the character body will produce z-fighting artifacts. After fitting, inspect the garment in Blender with the character reference visible and confirm no garment face passes through the character surface. Use the Blender 3D cursor and face-normal overlay to detect interior faces.
Material and texture requirements
| Texture | Resolution | Purpose |
|---|---|---|
| Albedo | 1024×1024 to 2048×2048 | Base color and surface detail. |
| Normal Map | 1024×1024 | Surface detail without geometry cost. |
| Metallic/Roughness | 1024×1024 | PBR material parameters. |
| Emission (optional) | 512×512 | Glowing elements (vest patches, goggles). |
The cohort-validated shader for clothing is the Standard shader (Built-in render pipeline), identical to the weapon shader used in the gun mod pipeline.
Cosmetic vs. functional clothing
Unturned™ clothing falls into two behavioral categories regardless of slot.
| Category | Definition | Fields involved |
|---|---|---|
| Cosmetic | Visual only. No gameplay impact. | Only identity fields + slot declaration. |
| Functional | Provides gameplay benefit. | Armor (damage reduction) or Storage_X/Storage_Y (inventory expansion). |
A shirt with Armor 1.0 is cosmetic — 1.0 is no reduction. A shirt with Armor 0.85 is functional. The distinction matters for server balance and for workshop skin eligibility.
RP server clothing strategy
In RP servers, cosmetic clothing is the majority of the catalog. Faction uniforms, civilian outfits, and role-specific attire are primarily cosmetic. Functional items (armor vests, tactical rucksacks) are typically reserved for combat roles or high-value server store items. The cohort recommendation is to author a base cosmetic version of each clothing piece and then create a functional variant as a separate item ID with modified Armor or Storage values.
Workshop skin vs. full mod
Two distinct clothing workflows exist in the Unturned™ ecosystem. Choosing the wrong one wastes authoring time.
Full clothing mod
A full clothing mod is a new item with a new mesh, new textures, a new prefab, a new .dat file, and a new GUID. It is a net-new addition to the game. Players can find it in loot, buy it in a Tebex store, or receive it as a server reward. Full mods require Unity and Blender authoring.
Workshop skin
A workshop skin is a texture replacement for an existing vanilla item. It does not add a new item; it replaces the visual appearance of an existing item for players who own the skin. Workshop skins do not require Unity prefab authoring. They are authored as texture file sets submitted directly to the Steam Workshop through the Unturned™ workshop tools.
| Aspect | Full mod | Workshop skin |
|---|---|---|
| New item ID | Yes | No |
| New mesh | Yes | No |
| New prefab | Yes | No |
| Texture authoring | Yes | Yes |
| Unity required | Yes | No |
| Adds to loot tables | Yes | No |
| Steam Workshop | Yes | Yes |
| Tebex sales | Yes | No |
| RP server utility | High | Low |
Workshop skins cannot be sold on Tebex
Workshop skins replace vanilla item appearances for subscribers; they do not create new items. They cannot be added to a Tebex store as purchasable items. Only full mods with custom items are eligible for Tebex sale. If the authoring goal is a paid RP server item, author a full mod, not a workshop skin.
Armor balance reference
When setting Armor values, the cohort uses vanilla armor values as a calibration anchor.
| Item | Slot | Armor value | Effective reduction |
|---|---|---|---|
| Plain Shirt | Shirt | 1.0 | 0% |
| Vertigo Shirt | Shirt | 0.95 | 5% |
| Military Top | Shirt | 0.9 | 10% |
| Spec Ops Top | Shirt | 0.85 | 15% |
| Plain Pants | Pants | 1.0 | 0% |
| Military Pants | Pants | 0.9 | 10% |
| Spec Ops Pants | Pants | 0.85 | 15% |
| Civilian Vest | Vest | 1.0 | 0% |
| Alicepack Vest | Vest | 0.9 | 10% |
| Scavenger Vest | Vest | 0.85 | 15% |
Combined armor stacking
Armor values from Shirt, Pants, and Vest stack multiplicatively, not additively. A player wearing a Shirt with Armor 0.9, Pants with Armor 0.9, and a Vest with Armor 0.85 has a combined multiplier of 0.9 × 0.9 × 0.85 ≈ 0.689, representing approximately 31% total damage reduction. This is meaningful for balance: stacking moderate armor across all slots produces strong effective protection.
Testing checklist
Per-slot test checklist
| Slot | Test | Pass condition |
|---|---|---|
| Hat | Equip. Check hair/beard visibility. | Matches Hair/Beard flag configuration |
| Shirt | Take damage. Compare to unequipped. | Damage reduced by (1 − Armor) |
| Pants | Take damage. Compare to unequipped. | Damage reduced by (1 − Armor) |
| Mask | Equip. Check visual. | Mesh visible on face |
| Vest | Check inventory grid for expansion. | Storage_X × Storage_Y slots added |
| Backpack | Check backpack grid. | Storage_X × Storage_Y slots in backpack |
| Glasses | Equip simultaneously with mask. | Both visible, no z-fighting |
RP server clothing pipeline
RP servers represent the primary use case for high-volume clothing mod authoring in the 57 Studios™ ecosystem. A typical RP server clothing pipeline involves a set of faction-aligned outfits, role-specific protective gear, and cosmetic civilian items. The following practices are the cohort's validated recommendations for RP server clothing production.
Faction outfit structure
Each faction in an RP server should have a complete outfit set covering all seven slots. The cohort's recommended naming convention for faction items:
| Slot | Name pattern | Example |
|---|---|---|
| Hat | [Faction]_[Role]_Hat | Police_Officer_Hat |
| Shirt | [Faction]_[Role]_Shirt | Police_Officer_Shirt |
| Pants | [Faction]_[Role]_Pants | Police_Officer_Pants |
| Mask | [Faction]_[Role]_Mask | Police_Officer_Mask |
| Vest | [Faction]_[Role]_Vest | Police_Officer_Vest |
| Backpack | [Faction]_[Role]_Pack | Police_Officer_Pack |
| Glasses | [Faction]_[Role]_Glasses | Police_Officer_Glasses |
Maintaining this naming pattern across the entire clothing catalog makes server-side config management tractable when item counts grow into the hundreds.
Armor tier structure for RP servers
RP servers benefit from a consistent armor tier system that correlates visual appearance with protective function. The cohort's recommended tier structure:
| Tier | Armor (Shirt+Pants) | Armor (Vest) | Visual identity |
|---|---|---|---|
| Civilian | 1.0 / 1.0 | 1.0 | Casual clothing, no visible protection |
| Security | 0.95 / 0.95 | 0.9 | Light vest, collared shirt |
| Law enforcement | 0.9 / 0.9 | 0.85 | Duty uniform, standard carrier |
| Military | 0.85 / 0.85 | 0.8 | Full tactical uniform, plate carrier |
| Special forces | 0.8 / 0.8 | 0.75 | Operator gear, heavy carrier |
Visual-functional alignment
Players in RP servers interpret visual appearance as a proxy for item power. A character in civilian clothes attacking an officer in full tactical kit should feel appropriately outmatched. Aligning the armor tier table with the visual design of each faction outfit maintains this intuitive balance without requiring players to memorize .dat values.
Tebex integration for clothing items
Clothing items authored as full mods are eligible for sale through Tebex store integrations. The cohort's recommended Tebex listing structure for clothing:
| Item type | Tebex category | Price tier |
|---|---|---|
| Single cosmetic piece | Cosmetics | Low |
| Full cosmetic outfit set (7 pieces) | Outfit Bundles | Medium |
| Single functional item (armor/storage) | Equipment | Medium |
| Full functional outfit with matching storage | Elite Kits | High |
Workshop skin vs. Tebex
Workshop skins cannot be sold on Tebex. Only full-mod clothing items with custom IDs are eligible for Tebex sale. If the authoring intent is Tebex revenue, confirm you are authoring a full mod before investing time in the Unity and Blender pipeline.
Clothing mod authoring benchmark
The 57 Studios™ cohort measured end-to-end clothing mod authoring times across cohort members. The benchmark covers a single clothing piece from a finished garment mesh in Blender to a working in-game item.
| Modder experience level | Median authoring time | Notes |
|---|---|---|
| First clothing mod | 6 hours | Most time is learning SkinnedMeshRenderer bone binding. |
| Second clothing mod (same slot) | 2.5 hours | Bone binding workflow transfers directly. |
| Cohort-experienced (5+ clothing mods) | 1.5 hours | Cohort prefab templates and .dat defaults applied. |
| Full outfit (7 pieces) first attempt | 30–40 hours | Each slot is its own learning curve on first pass. |
| Full outfit with cohort templates | 8–12 hours | Template reuse reduces per-piece time significantly. |
The largest single time cost for first-time clothing modders is the SkinnedMeshRenderer bone binding step in Unity. The cohort's prefab template library provides pre-bound armature references for each clothing slot, reducing the binding step to texture and mesh swap rather than full re-binding. Reach out in the 57 Studios™ community channels for access to the template library.
Clothing weight and inventory footprint guidelines
The Size_X and Size_Y fields define how much space the clothing item occupies when held in the player's inventory unequipped. These values represent the physical bulk of the garment, not its gameplay power. The cohort's validated footprint recommendations by garment bulk:
| Garment type | Bulk description | Size_X | Size_Y |
|---|---|---|---|
| Glasses / earrings | Minimal | 1 | 1 |
| Mask (face) | Minimal | 1 | 1 |
| Baseball cap / beanie | Small | 2 | 1 |
| Tactical helmet | Medium | 2 | 2 |
| T-shirt | Small | 2 | 2 |
| Heavy jacket / armor shirt | Medium | 2 | 2 |
| Shorts / light pants | Small | 2 | 2 |
| Cargo pants / armor pants | Medium | 2 | 2 |
| Light vest | Small | 2 | 2 |
| Tactical carrier | Medium | 2 | 3 |
| Small backpack | Medium | 2 | 2 |
| Military rucksack | Large | 2 | 3 |
| Expedition pack | Extra large | 3 | 4 |
The footprint should reflect the garment's bulk in the real world. A set of goggles should not occupy the same inventory space as a tactical vest. Consistent footprint sizing across a clothing catalog makes inventory management intuitive for players.
Storage vs. footprint
A backpack with Storage_X 8 and Storage_Y 8 provides 64 inventory slots. Its unequipped footprint (Size_X 3 / Size_Y 4 = 12 slots) is its cost when not equipped. When equipped, the 12-slot cost is removed from the main inventory and the 64-slot backpack panel opens. The ratio of cost to benefit is the balance lever for backpack design.
Best practices
- Always use a SkinnedMeshRenderer, never a MeshRenderer, for wearable clothing prefabs. This is the most common structural error and the hardest to diagnose after the fact.
- Model the garment mesh 1–3mm outside the character body surface to prevent z-fighting. Interior faces produce visible artifacts.
- Match the
HairandBeardflag state to the visual design of the hat. Enclosed helmets should not have theHairflag; caps and visors should. - Verify bone names character-by-character against the character skeleton reference. Case sensitivity produces silent failures — the clothing loads without error but deforms incorrectly.
- Keep Storage_X and Storage_Y at or below 10 per axis. Values above 10 break the inventory UI layout.
- Set
Armor 1.0explicitly for cosmetic clothing on protective slots (Shirt, Pants, Vest) to confirm no accidental protection is applied. - Use consistent naming conventions across faction clothing sets. Maintaining a structured naming scheme prevents ID management errors as item counts grow.
- Author cosmetic and functional variants as separate items with separate IDs rather than overloading a single item with both purposes. It is cleaner for Tebex catalog management and server-side permissions.
- Rebuild the master bundle every time the prefab or material is changed. Unbuilt changes are not reflected in-game regardless of
.datfield edits. - Test Glasses and Mask equipped simultaneously to confirm no z-fighting between their meshes.
Common authoring errors
| Symptom | Most likely cause | Resolution |
|---|---|---|
| Item equips to wrong slot | Type field value incorrect | Set Type to the correct slot enum |
| Pink material in-game | Material not assigned in prefab | Assign material in Unity, rebuild bundle |
| Mesh is static, does not deform | MeshRenderer used instead of SkinnedMeshRenderer | Replace with SkinnedMeshRenderer |
| Mesh deforms incorrectly | Bone names misspelled in Unity | Verify bone names against character skeleton reference |
| Hair clips through helmet | Hair flag present on helmet | Remove Hair from Hat .dat |
| Armor has no effect | Armor 1.0 is no reduction | Lower Armor value to below 1.0 for protection |
| Storage grid does not expand | Storage_X/Storage_Y at 0 | Set both to positive values |
| Clothing invisible when equipped | Prefab GUID mismatch | Confirm GUID in .dat matches prefab GUID in Unity |
| Backpack mesh clips into character | Mesh modeled too close to character back | Move backpack mesh 5–10mm further from body surface |
| Z-fighting between layers | Garment mesh intersects character body | Refit mesh to sit outside body surface |
| Item cannot be picked up | Useable field missing or wrong | Set Useable Clothing |
| Storage grid exceeds screen | Storage_X or Storage_Y above 10 | Cap both at 10 |
Frequently asked questions
Can I add Armor to a Hat or Glasses item?
No. Armor is only supported on Shirt, Pants, and Vest slots. Hat, Mask, Backpack, and Glasses items do not apply damage reduction regardless of whether an Armor field is included in their .dat. Including an Armor field in a Hat .dat will not produce an error, but the value will be ignored at runtime.
What does Armor 0.0 do?
An Armor value of 0.0 would mean incoming damage is multiplied by zero, resulting in complete immunity to all damage sources while the item is equipped. This is not a recommended value for player-facing items. The lowest the cohort recommends is Armor 0.7 (30% reduction), reserved for Legendary-tier military armor. Values below 0.5 effectively make the player invincible and will break server balance.
Can a Shirt and Vest have different Armor values that both apply?
Yes. Armor from different slots applies multiplicatively. A Shirt with Armor 0.9 and a Vest with Armor 0.85 together produce 0.9 × 0.85 = 0.765, representing approximately 23.5% total reduction from those two slots. The Pants Armor value also applies in the same multiplicative chain.
Does the Backpack's Storage_X/Storage_Y create a separate inventory panel?
Yes. Backpack storage is rendered as a separate panel in the inventory UI. Vest storage expansion is added to the main inventory grid. They are distinct regions. A player with a backpack can access backpack storage and main inventory simultaneously.
Can I create clothing that is cosmetic-only with no Armor or Storage?
Yes. Set Armor 1.0 on protective slots (Shirt, Pants, Vest) and omit Storage_X/Storage_Y. The item is fully cosmetic. For Hat, Mask, Glasses, and Backpack (without Storage fields), simply omit any functional fields — the item is cosmetic by default.
How do I make a clothing set where all pieces match visually?
Author each piece as a separate item (separate IDs, separate prefabs, separate .dat files) with matching textures and materials. There is no .dat mechanism to link items into a "set" at the system level. The visual match is achieved by using the same albedo palette and material configuration across all pieces.
What inventory Size_X/Size_Y should I use for clothing items when they are in the player's inventory unequipped?
Use the minimum footprint that represents the physical bulk of the item. Cohort recommendations:
| Item type | Size_X | Size_Y |
|---|---|---|
| Hat / cap | 2 | 2 |
| Glasses / mask | 1 | 1 |
| Shirt | 2 | 2 |
| Pants | 2 | 2 |
| Vest (small) | 2 | 2 |
| Vest (large) | 2 | 3 |
| Backpack (small) | 2 | 2 |
| Backpack (large) | 2 | 3 |
Can I publish a workshop skin and a full mod for the same clothing concept?
Yes. They are independent workshop submissions. The workshop skin replaces an existing vanilla item's appearance; the full mod adds a new item. Both can coexist on the Steam Workshop and serve different audiences (skin collectors vs. server operators).
My clothing mesh appears in the inventory but is invisible when equipped. What is wrong?
The most likely cause is a GUID mismatch between the .dat file and the prefab in the master bundle. The runtime uses the GUID in the .dat to locate the prefab in the bundle. If the GUID does not match, the runtime cannot find the prefab and renders the character slot empty. Open the prefab in Unity, confirm the GUID matches the .dat's GUID field, rebuild the bundle, and re-test.
How do I make a backpack with very large storage for an admin or event item?
Set Storage_X and Storage_Y to the maximum (10×10 = 100 slots). The inventory UI supports up to 10 per axis. Use a high Rarity value (Legendary or Mythical) and limit the item to admin-only spawning. The cohort recommendation is to not publish extremely high-storage items in standard loot tables, as they remove inventory management as a gameplay element.
Does the character skeleton reference change between Unturned versions?
Bone names have been stable across recent Unturned™ versions, but the cohort recommendation is to verify against the current official documentation at docs.smartlydressedgames.com when authoring for a new Unturned release. A bone name that changes between versions would break all existing clothing mods that reference it.
How do I author clothing that glows or has emissive elements?
Emissive elements are configured in the Unity material, not in the .dat file. Set the material's Emission property in Unity to the emissive texture and enable the Emission keyword on the Standard shader. The emission will render in-game as a glow effect on the relevant texture regions. Common uses: glowing vest patches, illuminated goggle lenses, neon trim on faction clothing. No .dat field is required for emission; it is a purely material-side configuration.
Can I make a clothing item that is invisible (fully transparent)?
A clothing item with a fully transparent material will function correctly at the .dat level — it will occupy the slot, apply Armor values, expand storage — but the character model will show through. Fully transparent clothing is not a supported use case in the standard Unturned™ runtime. For items that should be slot-occupying without visual presence, the cohort recommendation is to use a very low-opacity material rather than full transparency, and to author the mesh as a minimal shape rather than a full garment.
Can a Mask item cover the full head (balaclava)?
A Mask item bound to the head and jaw bones can visually cover the full head if the mesh is authored to do so. However, the Mask slot does not have Hair or Beard visibility flags. If the Mask mesh fully encloses the head, hair will still render underneath and clip through. For a full-head covering without visible hair, use a Hat item with the Hair flag absent and author the hat mesh to cover the full head.
Appendix A: Complete field reference by slot
Hat
| Field | Required | Default if absent |
|---|---|---|
Type Hat | Yes | — |
Hair flag | No | Hair hidden |
Beard flag | No | Beard hidden |
Hat_Type | No | No category |
Shirt
| Field | Required | Default if absent |
|---|---|---|
Type Shirt | Yes | — |
Armor | Recommended | 1.0 (no protection) |
Pants
| Field | Required | Default if absent |
|---|---|---|
Type Pants | Yes | — |
Armor | Recommended | 1.0 (no protection) |
Mask
| Field | Required | Default if absent |
|---|---|---|
Type Mask | Yes | — |
| No slot-specific fields | — | — |
Vest
| Field | Required | Default if absent |
|---|---|---|
Type Vest | Yes | — |
Armor | Recommended | 1.0 (no protection) |
Storage_X | No | 0 (no storage) |
Storage_Y | No | 0 (no storage) |
Backpack
| Field | Required | Default if absent |
|---|---|---|
Type Backpack | Yes | — |
Storage_X | Recommended | 0 (no storage) |
Storage_Y | Recommended | 0 (no storage) |
Glasses
| Field | Required | Default if absent |
|---|---|---|
Type Glasses | Yes | — |
| No slot-specific fields | — | — |
Appendix B: ID allocation for clothing mods
The cohort-recommended ID ranges for clothing items follow the same block allocation pattern as other item types.
| Range | Category |
|---|---|
| 1–2000 | Reserved — vanilla Unturned™ items |
| 2001–9999 | Community mod legacy range — avoid |
| 42000–42199 | 57 Studios™ Hat items |
| 42200–42399 | 57 Studios™ Shirt items |
| 42400–42599 | 57 Studios™ Pants items |
| 42600–42699 | 57 Studios™ Mask items |
| 42700–42899 | 57 Studios™ Vest items |
| 42900–43099 | 57 Studios™ Backpack items |
| 43100–43199 | 57 Studios™ Glasses items |
| 50000+ | Open community mod range (cohort-preferred minimum) |
Appendix C: Localization (English.dat) for clothing
Each clothing item requires an English.dat file in its item directory.
Example English.dat entries
Military helmet
Name Military Helmet
Description Full-coverage ballistic helmet. Hair and beard are concealed when worn.Tactical vest
Name Tactical Vest
Description Provides moderate ballistic protection and 20 additional inventory slots. Standard-issue tactical carrier.Military rucksack
Name Military Rucksack
Description Large-capacity rucksack with 30 storage slots. Essential for extended field operations.Description and functional transparency
Write descriptions that communicate what the item does. A vest description that mentions storage capacity and armor tier sets accurate player expectations. A vest description that only says "a tactical vest" provides no useful information. Match description content to the actual .dat field values.
Clothing icon texture requirements
Each clothing item requires a square icon texture for display in the inventory UI. The icon is a 2D representation of the item when it is not equipped — the physical garment as it would appear in a player's hands or on a shelf.
| Property | Requirement |
|---|---|
| Format | PNG with transparent background |
| Minimum resolution | 256×256 |
| Recommended resolution | 512×512 for complex items |
| Aspect ratio | Square (1:1) |
| Transparency | Alpha channel required for non-rectangular items |
The cohort's workflow for clothing icons is to render the garment mesh in Blender with a transparent background using an orthographic camera set to the item's most recognizable angle — typically the front face of the garment laid flat. The render is saved as a PNG and packaged in the item bundle alongside the .dat.
Icon vs. prefab mesh
The icon texture is displayed in 2D in the inventory UI. The 3D prefab is displayed on the character model when equipped. They are separate assets. The icon texture is authored as a 2D image; the 3D prefab provides the in-world visual. Both are required for a complete clothing item.
Closing note
Clothing mods are visually prominent, high-engagement items in any Unturned™ server. A well-executed clothing set — where each piece deforms correctly, the armor values are tuned to the server tier structure, the storage dimensions match the intended role, and the hair visibility flags match the garment design — is one of the most rewarding asset types to publish. The skeleton binding and SkinnedMeshRenderer configuration steps are the steepest part of the learning curve, and they are learnable in a single session once the character skeleton bone names are understood.
For RP servers specifically: clothing is often the item category with the highest player engagement and the highest Tebex conversion rate. Players form identity around their character's visual appearance more than around any other item category. A faction uniform set that is visually distinctive, correctly armored for the faction's combat role, and consistently themed across all seven slots is the baseline for a professional RP server clothing catalog. The cohort's faction outfit template structure exists precisely to make that baseline achievable without authoring every detail from scratch.
The 57 Studios™ cohort template library provides pre-built prefabs with correct SkinnedMeshRenderer bone binding for each slot, reducing full-outfit authoring time from 30–40 hours to 8–12 hours for a first-time clothing modder. Templates are available in the 57 Studios™ community channels. Once the first outfit is shipped cleanly, subsequent outfits using the same template approach take a fraction of the time as the bone binding step is replaced with mesh and texture swapping only.
Cross-references
- Food, Water, and Medical Items — the previous article in the items series.
- Storage Asset — the next article; storage containers share the Storage_X/Storage_Y mechanic.
- Project Folder Structure and GUIDs — item folder layout and GUID authoring.
- How to Export an FBX — the FBX export workflow for clothing meshes.
- How to Install Unity Editor — Unity install prerequisite.
- Steam Workshop Submission — publishing workflow for both full mods and workshop skins.
- Smartly Dressed Games Modding Documentation — the authoritative asset field reference.
- Unturned on Steam — the base game page; install and version history.

Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2025-05-18 | 57 Studios™ | Initial publication. Full clothing asset reference covering all seven slots. |
| 1.1 | 2026-05-18 | 57 Studios™ | Added RP server pipeline, clothing weight guidelines, icon texture requirements, authoring benchmark. |
