Cloud Asset Reference
The cloud asset is the data definition for gravity-affecting deployable items in Unturned™. A cloud (also referred to in the official documentation and community usage as a parachute or umbrella) is an item that, when equipped, modifies the player's gravitational acceleration according to the asset's Gravity multiplier field. The term "cloud" is the engine-level class name in the ItemCloudAsset hierarchy, but the in-game items that use this asset type are typically umbrellas (which slow the player's descent when held while falling) and similar deployable devices that alter the player's vertical velocity.
57 Studios™ has documented and validated the cloud asset configuration surface across the Unturned™ modding community. This article covers every .dat field that applies to cloud assets, the Gravity multiplier mechanic, equipable model attachment, the blueprint system for salvage and dye-crafting recipes, the shared ItemAsset property surface that cloud assets inherit, and the complete field reference drawn from shipped game files.

Documentation source: This article references the official Smartly Dressed Games modding documentation for field definitions, the
ItemCloudAssetclass specification, and theEUseableType.Cloudenumeration value. Community-validated notes are marked where the official documentation is silent on a detail.
Who this article is for
This article is written for Unturned™ mod authors who have already completed at least one item mod of another type (gun, magazine, melee) and are familiar with the master bundle pipeline, .dat authoring workflow, and GUID generation conventions. Readers who are new to Unturned™ modding should start with Project Folder Structure and GUIDs and Item Asset Anatomy before returning here. This article is the next progression after Detonator Asset Reference in the items section.
What you will learn
- The complete
.datfield reference for theItemCloudAssetclass, including the uniqueGravitymultiplier field - How the
Gravitymultiplier works: the physics model, fall-speed calculation, and interaction with other gravity-modifying effects - The cloud asset file and folder structure, with shipped game file field values
- The equipable model parent attachment point configuration
- The blueprint system for salvage and dye-crafting recipes on cloud assets
- Complete worked examples drawn from shipped game files (vanilla Umbrella variants)
- How to test a custom cloud asset in single-player
- A diagnostic table covering every common cloud asset failure mode
- An extended FAQ covering edge cases, multiplayer considerations, and stacking behavior
- The complete
Useable Cloudbehavior documentation
Background: how the cloud asset works
The ItemCloudAsset class is one of the simpler item subclass types in the Unturned™ asset hierarchy. It inherits from ItemAsset and adds exactly one unique property: Gravity, a float multiplier that modifies the influence of gravity on the player when the item is equipped and held. When a player equips a cloud asset and is in the air (falling, jumping, or launched by an explosion), the engine reads the Gravity value from the equipped cloud asset's .dat file and multiplies the world's gravitational acceleration by that value before applying it to the player's vertical velocity.
As shown in the sequence diagram above, the gravity modification is applied continuously while the cloud item is equipped and the player is in the air. The field is evaluated every physics tick, which means the player's fall speed adjusts immediately when the item is equipped or unequipped in mid-air. A value of 1.0 means normal gravity; a value of 0.25 (as used by the vanilla Umbrella variants) means the player falls at one-quarter of the normal rate.
The ItemCloudAsset class inheritance chain
The inheritance diagram above shows the structural position of the ItemCloudAsset class. Unlike the detonator asset class (which adds no unique fields), the cloud asset class adds exactly one property - the Gravity float - to the shared ItemAsset surface. This makes the cloud asset one of the simplest item types to author, but the single field has significant gameplay consequences that mod authors must understand.
The Useable Cloud assignment
The Useable field on a cloud asset must be set to Cloud for the item to function as a gravity-modifying deployable. Without this field, the item will not modify the player's gravity and will behave as a generic non-functional item.
| Field | Type | Required | Value | Purpose |
|---|---|---|---|---|
Useable | enum | Yes | Cloud | Assigns the UseableCloud scripted behavior to this item. Without this field, the Gravity value is silently ignored. |
The Useable enum value Cloud is a member of the EUseableType enumeration. The value must match exactly: Cloud with capital C, no whitespace, no alternative spellings. A misspelled value causes the engine to fall back to the default useable behavior, which does not read the Gravity field - the item will appear in the inventory, equip normally, but have no effect on the player's fall speed.
File and folder structure
A complete cloud mod requires the following files:
Workshop/Content/304930/<modID>/
+-- Bundles/
| +-- <BundleName>.unity3d <- master bundle containing the cloud prefab
+-- Items/
+-- MyCloud/
+-- MyCloud.dat <- primary configuration
+-- English.dat <- display name and descriptionThe folder name, the .dat filename stem, and the internal Name field should all match. This is not enforced at runtime, but divergence causes diagnostic confusion when debugging spawn commands and prefab references.
The Gravity field
| Field | Type | Required | Default | Shipped value | Purpose |
|---|---|---|---|---|---|
Gravity | float | Yes | None | 0.25 | Multiplier on the world's gravitational acceleration. Values below 1.0 reduce fall speed; values above 1.0 increase fall speed. |
The Gravity field is the only unique field on the ItemCloudAsset class. Its behavior is straightforward: the engine multiplies the world's gravitational constant by this value when the player is falling while the cloud item is equipped.
Gravity multiplier effect examples:
| Gravity value | Effective fall speed | Gameplay effect |
|---|---|---|
1.0 | Normal gravity | No effect - player falls at normal speed |
0.5 | Half gravity | Noticeably slower descent; equivalent to low-gravity environment |
0.25 | Quarter gravity | Very slow descent; standard umbrella behavior |
0.1 | One-tenth gravity | Extremely slow fall; near-hover behavior |
0.01 | Near-zero gravity | Almost no descent; the player floats downward at a crawl |
2.0 | Double gravity | Accelerated fall; faster than normal, dangerous |
The vanilla Umbrella variants use Gravity 0.25, which provides a substantial but not extreme reduction in fall speed. A player using a vanilla umbrella can survive falls from height that would normally be lethal, provided the umbrella is equipped before hitting the ground.
As shown in the flowchart above, the Gravity multiplier accepts any positive float value and produces qualitatively different behavior across its range. Values below 0.0 (negative gravity) are technically valid at the parse level but produce inverted gravity behavior (the player falls upward), which is disorienting and not recommended for standard mod deployment.
Shared ItemAsset fields for cloud assets
Every cloud .dat file must include the identity block that all item assets require. The table below lists the fields documented in the shipped vanilla Umbrella variants (Bundles\Items\Clouds\Umbrella_*\Umbrella_*.dat).
| Field | Type | Shipped value | Required | Purpose |
|---|---|---|---|---|
GUID | uint128 hex | Varied per color | Yes | 128-bit globally unique identifier. Each color variant has a unique GUID. |
Type | enum | Cloud | Yes | Must be Cloud for this asset type. Sets the item category. |
Rarity | enum | Uncommon | No | Controls inventory highlight color. Vanilla umbrellas use Uncommon. |
Useable | enum | Cloud | Yes | Assigns the UseableCloud behavior. This field is what makes the item modify gravity. |
ID | uint16 | Varied per color (1103-1128 range) | Yes | Numeric item ID. Custom cloud assets should use IDs in the 50000+ range. |
Size_X | uint8 | 2 | Yes | Width in inventory grid cells. Vanilla uses 2. |
Size_Y | uint8 | 2 | Yes | Height in inventory grid cells. Vanilla uses 2. |
Size_Z | float | 0.7 | No | Depth of the item in the hand when equipped, in meters. |
Use_Auto_Icon_Measurements | bool | false | No | Whether the engine automatically calculates icon framing dimensions. Vanilla sets this to false for umbrellas. |
Gravity | float | 0.25 | Yes | Gravity multiplier - the core field of the cloud asset. |
Size_Z and Use_Auto_Icon_Measurements
The Size_Z field on the vanilla Umbrella assets is set to 0.7, which is notably larger than the detonator's Size_Z of 0.45. The umbrella is a physically larger item, and the hand-scale depth of 0.7 reflects this. The Use_Auto_Icon_Measurements field is set to false, which means the inventory icon framing is manually defined rather than automatically calculated from the model bounds. This is typical for items where the auto-calculated framing would produce a suboptimal icon layout - the umbrella's elongated shape benefits from manual icon measurement tuning.
The Blueprints section on cloud assets
The vanilla Umbrella variants include two blueprints: a Salvage blueprint (identical in structure to the detonator's salvage recipe) and a Tool-category dye-crafting blueprint that allows players to recolor the umbrella.
The salvage blueprint:
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9" // Salvage
InputItems this
OutputItems "14901f32cd3240179fd6124324cc27e5" // Cloth
Effect "7eceb9f7751d4634b572c8e236355104" // Rip
}The salvage blueprint consumes the umbrella and produces one Cloth item (GUID 14901f32cd3240179fd6124324cc27e5) with the Rip salvage effect (GUID 7eceb9f7751d4634b572c8e236355104).
The Tool-category dye-crafting blueprint (varies slightly per color variant - the example below is from the Yellow Umbrella):
{
CategoryTag "ad1804b6945145f3b308738b0b8ea447" // Tool
InputItems
[
{
ID "7f346e50d65c4adda99d0ff42157b4a5" // White Umbrella
Critical true
}
"e1116457d44f47a5bb73c36ca58bd183" // Yellow Flare
]
RequiresNearbyCraftingTags
[
"8e86b740dafc46f7bf98c5040c9b223e" // DyeVat
]
OutputItems this
Effect "61edeaee95b742a3a0b589f769261cdb" // DyeVatCraftingEffect
}This dye-crafting blueprint consumes a White Umbrella (specified as a critical required input) and a Yellow Flare (a dye ingredient), requires a DyeVat crafting station nearby, and outputs the Yellow Umbrella (referenced as this, meaning the umbrella that owns this blueprint definition). The effect 61edeaee95b742a3a0b589f769261cdb is the DyeVat crafting visual/audio effect.
The per-color variant blueprints differ only in the flare ingredient GUID:
| Umbrella variant | Flare ingredient GUID | Flare name |
|---|---|---|
| Yellow | e1116457d44f47a5bb73c36ca58bd183 | Yellow Flare |
| Red | 8a89ad936c1445fcba375f9282506b64 | Red Flare |
| Green | 75c8885c931f4d0a919e4af9c5ee099b | Green Flare |
| Blue | From shipped Umbrella_Blue files | Blue Flare |
| Black | No dye blueprint (salvage only) | - |
| Orange | From shipped Umbrella_Orange files | Orange Flare |
| Purple | From shipped Umbrella_Purple files | Purple Flare |
| White | Base item (used as input for all dye recipes) | - |
The White Umbrella is the base item (GUID 7f346e50d65c4adda99d0ff42157b4a5). All color-variant dye recipes consume the White Umbrella as a critical input plus the corresponding colored flare and produce the colored umbrella as output. The Black Umbrella has no dye blueprint - it is salvage-only.
Complete .dat example: vanilla Umbrella variants
The full .dat file from the vanilla Yellow Umbrella asset, unmodified:
GUID b01b3305b8e144118e3e9e2adb6f7e43
Type Cloud
Rarity Uncommon
Useable Cloud
ID 1128
Size_X 2
Size_Y 2
Size_Z 0.7
Use_Auto_Icon_Measurements false
Gravity 0.25
Blueprints
[
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9"
InputItems this
OutputItems "14901f32cd3240179fd6124324cc27e5"
Effect "7eceb9f7751d4634b572c8e236355104"
}
{
CategoryTag "ad1804b6945145f3b308738b0b8ea447"
InputItems
[
{
ID "7f346e50d65c4adda99d0ff42157b4a5"
Critical true
}
"e1116457d44f47a5bb73c36ca58bd183"
]
RequiresNearbyCraftingTags
[
"8e86b740dafc46f7bf98c5040c9b223e"
]
OutputItems this
Effect "61edeaee95b742a3a0b589f769261cdb"
}
]Companion English.dat for the Yellow Umbrella:
Name Yellow Umbrella
Description A bright yellow umbrella. Reduces fall speed when held open. Can be crafted from a white umbrella and a yellow flare at a dye vat.Complete .dat example: custom parachute
A custom cloud asset with a stronger gravity reduction, designed as a military-grade parachute for rapid descent mitigation.
GUID e5f7a8b9c0d142e3f4a5b6c7d8e9f0a1
Type Cloud
Rarity Rare
Useable Cloud
ID 50200
Size_X 2
Size_Y 3
Size_Z 0.8
Use_Auto_Icon_Measurements false
Gravity 0.15
Blueprints
[
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9"
InputItems this
OutputItems "14901f32cd3240179fd6124324cc27e5 x 2"
Effect "7eceb9f7751d4634b572c8e236355104"
}
]Companion English.dat:
Name Military Parachute
Description A compact military-grade parachute. Provides significant fall-speed reduction. Larger inventory footprint than a standard umbrella.Complete .dat example: novelty gravity-reversal cloud
A novelty item that inverts gravity. Not recommended for standard gameplay but demonstrates the full range of the Gravity field.
GUID f2a3b4c5d6e7485f9a0b1c2d3e4f5a6b
Type Cloud
Rarity Mythical
Useable Cloud
ID 50300
Size_X 1
Size_Y 1
Size_Z 0.3
Use_Auto_Icon_Measurements true
Gravity -0.5Companion English.dat:
Name Anti-Gravity Orb
Description A strange device that reverses the direction of gravity. Equip while falling to ascend. Use with extreme caution.Prefab structure for cloud assets
The Unity prefab for a cloud asset is a simpler structure than a weapon or melee prefab but requires more attention to the deployed/open versus stowed/closed visual states than a detonator. The cohort-validated minimum hierarchy for a cloud asset with two visual states is:
MyCloudPrefab (root, with UseableCloud script)
+-- Body_Closed (MeshRenderer + MeshFilter - stowed state)
+-- Body_Open (MeshRenderer + MeshFilter - deployed state)
+-- AudioSource (optional, for deploy sound)The cloud prefab should include two mesh variants: a closed/stowed state (shown when the item is in the inventory or holstered) and an open/deployed state (shown when the player is holding the item and falling). The UseableCloud script handles the state transition.
Prefab mesh requirements
| Requirement | Recommendation |
|---|---|
| Polygon budget | 200-600 tris for closed umbrella; 500-1000 tris for open canopy |
| Topology | Quad-dominant. The canopy can use radial geometry with triangulated sections. |
| Scale | Real-world scale. A standard umbrella is approximately 100 cm long (closed), 120 cm diameter (open). |
| Pivot origin | At the handle base (the point that aligns with the player's hand position). |
| UV layout | Two UV sets: one for the canopy (2k resolution recommended), one for the handle/shaft (1k). |
Visual state management
The closed state is the default state when the item is in the inventory or equipped on the ground. The open state is activated when the player is in the air (falling) and the cloud item is equipped. The UseableCloud script toggles between the two states based on the player's vertical velocity and grounded status. When the player lands, the script transitions the model back to the closed state.
Testing a cloud asset mod in single-player
- Copy the master bundle and
.datfiles to the local Unturned™ install mod folder:Workshop/Content/304930/<modID>/Bundles/andWorkshop/Content/304930/<modID>/Items/<CloudName>/. - Spawn the cloud item:
@give <cloudID>. - Equip the cloud item.
- Find a high ledge, cliff, or building.
- Jump from the ledge while the cloud item is equipped.
- Observe the descent speed. Confirm it is substantially slower than without the cloud item.
- Land safely. Confirm the player takes no fall damage (for a gravity multiplier that prevents lethal falls).
- Unequip the cloud item mid-fall (by switching to another item). Confirm the player's descent speed returns to normal.
- Test with the cloud item unequipped while standing on a high ledge. Jump, then equip the cloud item mid-fall. Confirm the gravity reduction applies immediately.
- Test at different heights to establish the minimum safe drop height for the cloud item's gravity multiplier.
Diagnostic table
| Symptom | Most likely cause | Resolution |
|---|---|---|
| Cloud item does not slow fall | Useable field missing or misspelled | Confirm Useable Cloud is present and correctly spelled |
| Cloud item slows fall too little | Gravity value too high (close to 1.0) | Reduce Gravity to a lower value (e.g., 0.25 or 0.15) |
| Cloud item slows fall too much | Gravity value too low (close to 0.0) | Increase Gravity to a higher value (e.g., 0.5) |
| Player falls upward | Gravity value set to a negative number | Set Gravity to a positive value |
| Player does not fall at all | Gravity value set to 0.0 | Set Gravity to a positive non-zero value |
| Cloud item invisible when equipped | Prefab missing from bundle or name mismatch | Confirm prefab name matches Name field; rebuild bundle |
| Cloud item shows wrong visual state | Prefab has only one mesh state | Add both closed and open mesh variants to the prefab |
| Cloud item appears at wrong position on player model | EquipableModelParent set to wrong bone | Change to an appropriate attachment bone |
| Fall damage still applies despite slow descent | Player landed with residual vertical velocity above fall damage threshold | Increase gravity reduction or add fall-damage immunity to the cloud behavior |
| Cloud item cannot be crafted | Blueprint section missing or CategoryTag incorrect | Add the correct blueprint section with valid category tags |
| Dye blueprint does not appear | Flare ingredient GUID incorrect or DyeVat tag missing | Verify flare GUID and RequiresNearbyCraftingTags values |
| Cloud item shows incorrect inventory size | Size_X or Size_Y set wrong | Adjust to match the model's visual footprint |
| Cloud item icon frame is wrong | Use_Auto_Icon_Measurements may need adjustment | Try setting to true or manually tuning icon measurements |
Best practices
- Generate a fresh GUID for every cloud asset. Never reuse GUIDs from other items.
- Choose IDs in the 50000+ range to avoid collision with vanilla assets (vanilla umbrella IDs range from 1103 to 1128).
- Set
Useable Cloudas the very first functional field after the identity block - it is the most important field on the file. - Confirm the
Typefield isCloud, notUmbrellaorParachute- the engine recognizes onlyCloudas the type value. - Start with
Gravity 0.25(the vanilla value) for the first playtest, then adjust up or down based on the desired gameplay feel. - Include both a salvage blueprint (so players can recover cloth from unwanted umbrellas) and, for color-variant mods, dye-crafting blueprints that require a DyeVat crafting station.
- Build the prefab with both closed and open visual states for a polished appearance.
- Test the cloud item at multiple heights, including the maximum survivable fall distance without the cloud item, to establish the safe-drop envelope.
- Always include a companion
English.datwith a description that communicates the gravity reduction effect. - Document the gravity multiplier value in the Workshop description so players understand how much the cloud item slows their descent.
- Test with the cloud item equipped and unequipped mid-fall to confirm the gravity modifier applies and removes correctly at runtime.
- Maintain a consistent gravity value across cloud items in the same mod family (e.g., all umbrellas in a decorative pack should use the same
Gravityvalue) unless there is a deliberate design reason for variance.
Frequently asked questions
Can a cloud item completely prevent fall damage?
The cloud asset reduces fall speed but does not directly prevent fall damage. Fall damage is calculated from the player's vertical velocity upon impact. A cloud item with a sufficiently low Gravity value reduces the vertical velocity at impact to below the fall damage threshold, effectively preventing fall damage. The exact Gravity value required depends on the world's gravity constant and the height of the fall. The vanilla value of Gravity 0.25 is sufficient to survive falls from the tallest structures on the Russia map without damage.
Does the cloud item work while the player is in a vehicle?
No. The UseableCloud script only applies its gravity modification when the player is on foot. Players in vehicles use the vehicle's physics model, which is not affected by the player's equipped cloud item. A player who jumps from a vehicle while it is airborne will not receive gravity reduction from a cloud item until they exit the vehicle and are on foot.
Can I stack multiple cloud items for a stronger effect?
No. Only the currently equipped cloud item's Gravity value is active. If the player equips a second cloud item in the secondary slot while the first is in the primary slot, the engine reads the Gravity value from the item in the primary (currently active) slot only. The secondary item's Gravity value is ignored while the primary item is equipped. There is no additive or multiplicative stacking.
Does the cloud item consume durability?
The ItemCloudAsset class does not define a Durability or Wear field default that causes the item to degrade through use. The vanilla Umbrella variants do not include durability fields, meaning they are never consumed and never wear out. A mod author can add Durability and Wear fields to create a consumable parachute that is destroyed after a set number of uses, but this is not standard behavior for cloud assets.
How does the cloud item interact with low-gravity zones?
If a map has low-gravity zones (areas where the world gravity is reduced by a volume trigger), the cloud item's Gravity multiplier is applied on top of the zone's modified gravity. The final gravity value is: world_gravity x zone_multiplier x cloud_multiplier. In a zone with Gravity 0.5 (half normal) and a cloud item with Gravity 0.25, the effective gravity is 1.0 x 0.5 x 0.25 = 0.125, or one-eighth of normal gravity. This stacking is usually desirable but can produce unexpectedly slow descent in maps with pre-existing low-gravity zones.
Can the cloud item be used to go up?
With a negative Gravity value, the cloud item inverts gravity while equipped. The player ascends rather than descends while the item is held. This is a novelty configuration and is not suitable for standard gameplay - it is disorienting, can cause the player to exceed the map's height ceiling, and produces unpredictable behavior when the player transitions between equipped and unequipped states while airborne.
What happens if the player switches items mid-fall?
When the player switches from the cloud item to another item while falling, the UseableCloud script unregisters the gravity modifier and the player immediately resumes normal gravity. The transition is instantaneous and happens on the next physics tick. This means a player who switches items too close to the ground may not have time to re-equip the cloud item before impact.
Can the cloud item be used underwater?
The UseableCloud script checks the player's grounded status and vertical velocity to determine whether to apply the gravity modifier. Underwater movement uses a separate physics model (buoyancy and water drag) that is not affected by the cloud item's Gravity multiplier. The cloud item has no effect while the player is submerged.
Is there a visual or audio cue when the cloud item activates?
The UseableCloud script toggles the prefab's visual state from closed to open when the player is falling. There is no default audio cue. A mod author can add an AudioSource component to the prefab with a deploy sound clip, which the UseableCloud script plays when transitioning to the open state. The prefab must be set up in Unity to include the deploy sound.
How do I make a cloud item that looks like a parachute rather than an umbrella?
The visual model is entirely a prefab concern. The .dat file and the UseableCloud script do not care what the model looks like - they only care about the Gravity value and the equip state. A parachute pack on the player's back that opens into a canopy when falling is a perfectly valid cloud asset. The prefab for a parachute would have a closed state (the pack) and an open state (the deployed canopy). The UseableCloud script handles the state transition identically regardless of the model's appearance.
Does the cloud item affect other players?
No. The cloud item's gravity modification is applied locally to the player who equips it. Other players see the cloud item's visual model but do not receive the gravity modification. This is true in both single-player and multiplayer environments.
Can a mod have cloud items with different gravity values?
Yes. Each cloud asset defines its own Gravity field. One umbrella could have Gravity 0.25 (standard), another could have Gravity 0.1 (stronger), and a third could have Gravity 0.5 (weaker). Each is a separate .dat file with its own GUID, ID, and prefab. The player's gameplay experience changes based on which cloud item they equip.
What is the intended gameplay role of the cloud item?
The cloud item's primary gameplay role is fall-damage mitigation and vertical mobility. A player who carries a cloud item can navigate vertical terrain (cliffs, buildings, bridges) more safely than a player without one. The cloud item is an exploration and survival tool, not a combat item. On survival servers, the cloud item competes with other inventory items for limited belt slots, creating a meaningful trade-off between safety and combat readiness.
How does the vanilla Umbrella's Uncommon rarity affect gameplay?
Rarity Uncommon causes the umbrella to appear with green-highlighted text in the inventory UI. It does not directly affect spawn weights or loot tables - those are configured separately through spawn table entries. The Uncommon rarity signals to players that the umbrella is a relatively common specialist item.
Appendix A: Cloud asset .dat field quick reference
| Field | Type | Required | Default | Purpose |
|---|---|---|---|---|
GUID | uint128 hex | Yes | - | 128-bit globally unique identifier |
Type | enum | Yes | - | Must be Cloud |
Useable | enum | Yes | - | Must be Cloud |
ID | uint16 | Yes | - | Unique numeric item ID |
Gravity | float | Yes | - | Multiplier on gravitational acceleration |
Rarity | enum | No | Common | Inventory highlight color |
Slot | enum | No | None | Inventory equipment slot |
Size_X | uint8 | Yes | - | Width in inventory grid cells |
Size_Y | uint8 | Yes | - | Height in inventory grid cells |
Size_Z | float | No | - | Hand-scale depth |
Use_Auto_Icon_Measurements | bool | No | true | Auto-calculate icon framing |
Durability | float | No | 1.0 | Maximum durability |
Wear | uint8 | No | 1 | Durability lost per use |
Blueprints | array | No | - | Crafting and salvage recipes |
Name | string | Yes | - | Internal name, also the prefab lookup key |
Appendix B: Vanilla Umbrella color variants reference
| Color | ID | GUID | Has dye blueprint? | Salvage output |
|---|---|---|---|---|
| White | 1102 | 7f346e50d65c4adda99d0ff42157b4a5 | No (base item) | Cloth x 1 |
| Black | 1103 | a59c6b1b816f4b668cb2f9a075208fe3 | No (salvage only) | Cloth x 1 |
| Green | 1123 | 1dc0e052581a4f52a2ecbd486620d930 | Yes (DyeVat, Green Flare) | Cloth x 1 |
| Red | 1126 | 960751d6b6f64cf88b9ff12e3ce67fac | Yes (DyeVat, Red Flare) | Cloth x 1 |
| Yellow | 1128 | b01b3305b8e144118e3e9e2adb6f7e43 | Yes (DyeVat, Yellow Flare) | Cloth x 1 |
| Blue | 1124 | Varied | Yes (DyeVat, Blue Flare) | Cloth x 1 |
| Orange | - | Varied | Yes (DyeVat, Orange Flare) | Cloth x 1 |
| Purple | - | Varied | Yes (DyeVat, Purple Flare) | Cloth x 1 |
All variants use Gravity 0.25, Size_X 2, Size_Y 2, Size_Z 0.7, Use_Auto_Icon_Measurements false, and Rarity Uncommon.
Appendix C: Blueprint crafting system references
The following CategoryTag values are relevant to cloud asset mods.
| Category | GUID | Purpose |
|---|---|---|
| Salvage | 7ed29f9101ae4523a3b2e389414b7bd9 | Breaking down items into raw materials |
| Tool | ad1804b6945145f3b308738b0b8ea447 | Station-based crafting (DyeVat, etc.) |
| DyeVat | 8e86b740dafc46f7bf98c5040c9b223e | Required nearby crafting station for dye recipes |
The full list of crafting category GUIDs is documented in Blueprint Asset Reference. For cloud asset blueprints, the standard pattern includes a salvage recipe (producing Cloth) and optionally a dye-crafting recipe for color variants.
Appendix D: Gravity multiplier balance reference
| Gravity value | Calculated fall speed (approx) | Fall distance for lethal damage | Typical use case |
|---|---|---|---|
1.0 | 9.81 m/s^2 (standard) | ~15 m (varies by server) | No effect |
0.75 | 7.36 m/s^2 | ~20 m | Lightweight umbrella, minimal effect |
0.5 | 4.90 m/s^2 | ~30 m | Decent parachute, noticeable reduction |
0.25 | 2.45 m/s^2 | ~60 m | Standard umbrella (vanilla), very safe |
0.15 | 1.47 m/s^2 | ~100 m | Military parachute, extremely safe |
0.1 | 0.98 m/s^2 | ~150 m | High-end glider, near-hover |
0.01 | 0.10 m/s^2 | Effectively infinite | Novelty item, float-ascent behavior |
Fall distance figures are approximate and depend on the server's fall damage configuration (vanilla uses distance-based fall damage with a threshold). Values are for reference during authoring and should be validated in-game on the target server configuration.
Appendix E: External references
- Smartly Dressed Games official modding documentation - Item Assets - the authoritative field reference for the
ItemCloudAssetclass. - Unturned on Steam - the game page and community hub.
- Detonator Asset Reference - the previous article in this section.
- Backpack Asset Reference - the next article; covers the backpack storage asset type.
- Item Asset Property Reference - the shared property surface that all item asset types extend.
- Blueprint Asset Reference - the complete blueprint system documentation.
- Project Folder Structure and GUIDs - GUID generation and folder layout for all item mods.
- Master Bundle Export - the Unity bundling workflow used to package cloud asset prefabs.
- Steam Workshop Submission - the publishing workflow for finished mods.
Appendix F: Cloud asset mod authoring checklist
Before publishing a cloud asset mod to the Steam Workshop, confirm the following:
- [ ] GUID is unique - generated fresh, not copied from another asset
- [ ] ID is in the 50000+ range
- [ ]
Useable Cloudis present and correctly spelled - [ ]
Type Cloudis present - [ ]
Gravityfield is set to the intended multiplier value - [ ] Prefab includes both closed and open visual states (if two-state behavior is desired)
- [ ] Material is assigned in Unity, not pink in the prefab
- [ ] Master bundle is built and copied to the mod's
Bundles/folder - [ ]
English.datis authored withNameandDescriptionfields - [ ] Blueprint section includes a salvage recipe (and dye-crafting recipe for color variants)
- [ ] Tested in single-player: item equipped, fall speed reduced, landing safe
- [ ] Tested mid-fall equip and unequip transitions
- [ ] Tested at maximum map height to confirm safe landing
- [ ] Tested on the target server's gravity configuration
- [ ] Workshop description documents the gravity reduction value and the item's gameplay role
Advanced considerations
Cloud asset in Roleplay server contexts
On roleplay (RP) servers such as Horizon Life RP - a 57 Studios™ development context - cloud items can serve decorative and roleplay purposes beyond their mechanical fall-speed reduction. A colored umbrella might be part of a faction's uniform, a ceremonial parasol might be a status symbol restricted to high-ranking players, or a military parachute might be required equipment for air-drop scenarios. These restrictions are enforced server-side through the RP server's plugin system, not through the .dat file. The .dat should be authored with base gravity values reflecting the item's in-universe function; the RP server's configuration layer handles access control and role-based equipping.
Cloud asset in competitive PvP contexts
In competitive PvP, the cloud asset creates interesting tactical options. A player with a cloud item can leap from elevated positions (cliffs, building rooftops, bridge structures) as an escape route that players without cloud items cannot follow without taking fall damage. The cloud item creates a vertical mobility gap between players who carry one and players who do not. Server operators should consider whether the cloud item's gravity reduction is compatible with their intended raid balance and base-defense dynamics.
Cloud asset skin support
The Unturned™ item system supports cosmetic skin overrides via the Steam item economy. A cloud asset mod can designate alternate material/texture sets as skin variants. Skin variants change the visual appearance (canopy color, pattern) but do not change the Gravity value or any other .dat field. Configuring a cloud asset for skin support requires additional setup in the Economy.dat configuration alongside the standard item .dat. For simple color variants, the dye-crafting blueprint pattern used by the vanilla Umbrellas is the recommended approach - it is easier to author, does not require the Steam economy system, and gives players a crafting path to acquire specific colors.
Cloud asset prefab authoring for smooth visual transitions
The UseableCloud script toggles the closed and open prefab states by enabling and disabling child GameObjects named Body_Closed and Body_Open by convention. The transition is instantaneous (no blend animation) unless the prefab includes an Animator component with a transition animation. For a polished appearance, the cohort recommendation is to include a brief (0.3-0.5 second) open animation in the prefab's Animator Controller. The animation should transition from the closed state to the open state with a smooth deployment motion. The UseableCloud script triggers the animation when the player enters the falling state.
Cloud asset durability as a balance lever
A cloud asset with durability creates a consumable parachute that is destroyed after a set number of uses. This is a meaningful balance lever for survival servers where the cloud item provides a significant tactical advantage. A parachute with Durability 0.5 and Wear 10 lasts for 5 deployments before being destroyed. The cohort recommendation for consumable parachute balance is to set the number of uses between 3 and 10, depending on the item's rarity and the server's loot economy.
Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2026-07-26 | 57 Studios | Initial publication. Full cloud asset .dat field reference, Gravity multiplier mechanics, blueprint system, vanilla umbrella variant reference, diagnostic table, FAQ, and appendices. |
Cross-references
- Detonator Asset Reference - the previous article in this section.
- Backpack Asset Reference - the next article in this section.
- Item Asset Property Reference - the shared property surface that all item asset types extend.
- Blueprint Asset Reference - the complete blueprint system documentation.
- Throwable Asset - throwable items that share physics interaction patterns with cloud assets.
- Project Folder Structure and GUIDs - GUID generation and folder layout for all item mods.
- Master Bundle Export - the Unity bundling workflow.
- Smartly Dressed Games modding documentation - official field reference.
- Unturned on Steam - game page and community.
