Glasses Asset Reference
Glasses are one of the seven clothing slots in Unturned™, occupying the player's face at the eye and nose line. A glasses asset defines a wearable eyewear item that is purely cosmetic in its base form but can carry vision system functionality -- nightvision, headlamp illumination, and screen-darkening blindfold effects -- through the Vision and Blindfold fields inherited from the ItemGlassesAsset class. Glasses do not support Armor or Storage fields, which makes them the simplest clothing slot to author from a gameplay-configuration perspective, but the vision system interactions add a layer of complexity that the other facial slot (Mask) does not share.
This article is the 57 Studios™ cohort's canonical reference for the glasses asset type. It covers every .dat field that applies to glasses assets, the Vision enum system that controls nightvision behavior, the Blindfold flag and its screen-darkening effect, the Nightvision_Color and Nightvision_Fog_Intensity field reference, the distinction between cosmetic-only glasses and functional vision-enhancing eyewear, and the complete field reference with values drawn from shipped game files. The GearAsset parent class inheritance and the relationship between Glasses and Mask as adjacent facial slots are documented where they affect glasses authoring.
A note on scope: the Clothing Asset Reference establishes the shared field set for all seven clothing slots and documents the SkinnedMeshRenderer prefab requirements that apply to every wearable item. This article documents the fields and behaviors that are specific to the glasses slot and the ItemGlassesAsset class. Readers who are not familiar with the base clothing system should read the Clothing Asset Reference first, then return here for the glasses-specific coverage.

Documentation source: This article references the official Smartly Dressed Games modding documentation for the ItemGlassesAsset class definition and property reference. Game file field values were extracted from the vanilla Unturned™ asset corpus at
Bundles/Items/Glasses/.
Who this article is for
This article is written for Unturned™ mod authors who have already authored at least one clothing item and are familiar with the master bundle pipeline, the SkinnedMeshRenderer clothing prefab structure, and the .dat authoring workflow. If you are new to clothing modding, start with Clothing Asset Reference and Project Folder Structure and GUIDs before returning here.
What you'll learn
- How the glasses slot inherits properties from the ItemGlassesAsset class
- Every
.datfield that applies to glasses assets, organized by function - How the Vision enum controls nightvision behavior (None, Military, Headlamp)
- How the Blindfold flag darkens the player's screen
- How Nightvision_Allowed_In_ThirdPerson, Nightvision_Color, and Nightvision_Fog_Intensity modify the nightvision experience
- The distinction between cosmetic-only glasses and functional vision-enhancing eyewear
- How to configure glasses for the 57 Studios™ RP server vision tier system
- The complete field reference with values drawn from shipped game files
How the glasses system works
Unturned's glasses runtime is driven by the ItemGlassesAsset class, which inherits from the GearAsset class. When a player equips a glasses item, the runtime reads the .dat fields, evaluates the Vision field to determine the active vision mode, applies the Blindfold flag if present, attaches the glasses prefab to the character skeleton's head bones, and applies Hair and Beard visibility flags.
The glasses system is the only clothing slot that directly modifies the player's camera and rendering pipeline. This makes glasses mods distinct from all other clothing types: a glasses item changes not just what the character looks like but what the player sees.
Inheritance chain
The GearAsset class is the shared parent of both ItemGlassesAsset and ItemMaskAsset. It defines the Hair and Beard visibility flags and provides the common clothing item structure. The ItemGlassesAsset class adds the vision system fields that make glasses functionally distinct from masks.
File structure for a glasses mod
A complete glasses mod requires the following files:
Workshop/Content/304930/<modID>/
└── Bundles/
└── Items/
└── MyGlasses/
├── MyGlasses.dat ← glasses asset definition
├── English.dat ← display name and description
└── MyGlasses.unity3d ← master bundle (skinned mesh prefab)The folder name, the .dat filename stem, and the internal Name field should all match. This convention is not enforced at runtime but divergence causes diagnostic confusion.
Complete .dat field reference
Identity fields (inherited from ItemAsset)
Every item in Unturned™ requires an identity block. These fields identify the glasses to the engine and to other mod files that reference it.
| Field | Type | Example | Required | Purpose |
|---|---|---|---|---|
ID | uint16 | 43100 | Yes | Numeric item ID. Must be unique across all loaded mods. Use the 57 Studios™ block 43100-43199 for glasses items, or 50000+ for open community range. |
GUID | uint128 hex | a1b2c3d4e5f64a7b8c9d0e1f2a3b4c5d | Yes | 128-bit globally unique identifier. Generate a new GUID for every new glasses item. Never reuse GUIDs. |
Type | enum | Glasses | Yes | Must be Glasses for glasses items. This is the field that assigns the item to the glasses clothing slot. |
Name | string | MyTacticalGoggles | Yes | Internal name. Used in console commands and cross-reference. |
Rarity | enum | Uncommon | No | Inventory highlight color. Values: Common, Uncommon, Rare, Epic, Legendary, Mythical. Defaults to Common. |
Size_X | uint8 | 2 | Yes | Width in inventory grid cells when not equipped. Vanilla glasses are consistently 2. |
Size_Y | uint8 | 1 | Yes | Height in inventory grid cells when not equipped. Vanilla glasses are consistently 1. |
Size_Z | float | 0.15 | No | Depth of the item's world model collision shape when dropped. |
Useable field
| Field | Type | Value | Required | Purpose |
|---|---|---|---|---|
Useable | enum | Clothing | Recommended | Declares the item as a wearable clothing item. |
Hair and Beard visibility flags (inherited from GearAsset)
| Field | Type | Purpose |
|---|---|---|
Hair | flag | If present, character hair is visible while glasses are equipped. |
Beard | flag | If present, character beard is visible while glasses are equipped. |
For glasses items, the Hair and Beard flags are typically present because glasses sit on the bridge of the nose and do not obscure the hair or beard regions of the character model. All vanilla glasses that include a usable player model carry both flags. A glasses item that covers the upper face (a welding mask, a full-face visor) should omit these flags so the character's hair and beard are hidden while the item is equipped, matching the visual expectation.
Blindfold flag
| Field | Type | Purpose |
|---|---|---|
Blindfold | flag | If present, the player's screen is darkened to black while the glasses are equipped. The in-game world is rendered but the screen overlay applies a full-black alpha blend that obscures all visibility. |
The Blindfold flag is the simplest vision-modifying field on the glasses class. It does not accept a parameter; its presence alone triggers the screen-darkening effect. The Blindfold effect overrides any Vision field value that may also be present on the same item. A glasses item with both Blindfold and Vision Military will blacken the screen rather than applying nightvision.
| State | Behavior |
|---|---|
| Blindfold absent | Normal screen rendering |
| Blindfold present | Full-screen black overlay. Player cannot see the game world. |
Blindfold is gameplay-significant
A Blindfold item is functionally a debuff, not a cosmetic accessory. Players equipping a blindfold will be unable to navigate, fight, or perform any vision-dependent action. Blindfold items should be used only in specific gameplay contexts -- puzzle scenarios, RP scenarios where a captured player is blinded, or visual gags -- and should never appear in standard loot tables without clear player communication.
Vision field
| Field | Type | Values | Required | Purpose |
|---|---|---|---|---|
Vision | enum | None, Military, Headlamp | No | Determines the nightvision mode activated when the glasses are equipped. |
The Vision field is the primary gameplay-relevant field on glasses items. It controls which nightvision shader and behavior the engine applies when the player wears the glasses. Each value produces a distinct visual effect.
| Vision value | Visual effect | Vanilla example |
|---|---|---|
Absent or None | No vision effect. Normal gameplay rendering. | Aviators, 3D glasses, HMD, Monocle |
Military | Green-tinted nightvision with adjustable fog intensity. The nightvision shader amplifies available light and applies a green color grading. | Nightvision_Military (ID 334) |
Headlamp | Forward-directed illumination beam that lights up the area in front of the player. Does not amplify ambient light. | Headlamp (ID 1199) |
The Vision field interacts with the Nightvision_Allowed_In_ThirdPerson, Nightvision_Color, and Nightvision_Fog_Intensity fields, which modify the base nightvision behavior for the Military value. The Headlamp value does not support color or fog intensity overrides; it produces a fixed illumination beam.
Nightvision configuration fields
These fields modify the nightvision behavior when Vision is set to Military. They are ignored when the Vision field is absent, set to None, or set to Headlamp.
| Field | Type | Default | Purpose |
|---|---|---|---|
Nightvision_Allowed_In_ThirdPerson | bool | false | If true, the nightvision shader remains active when the camera switches to third-person view. If false, nightvision is active only in first-person view. The vanilla Nightvision_Military sets this to true. |
Nightvision_Color | color | Engine default | Overrides the default green-tinted nightvision color with a custom color. Supports legacy color parsing (RGBA hex or named color values). To set a custom color, Vision must be set to Military. |
Nightvision_Fog_Intensity | float32 | Engine default | Controls the intensity of fog visible while nightvision is active. Higher values produce denser fog. Lower values produce clearer visibility through the nightvision shader. |
Nightvision color configuration
The Nightvision_Color field accepts a color value in one of several formats supported by the engine's legacy color parser:
| Format | Example | Notes |
|---|---|---|
| Hex RGB | FF00FF | Three-byte hex, no alpha |
| Hex RGBA | FF00FF80 | Four-byte hex with alpha |
| Named color | Red | Named Unity color values |
| Decimal RGB | 255 0 255 | Space-separated decimal values |
The cohort recommendation is to use hex RGB format for color values. The Nightvision_Color field with Vision Military allows glasses items to produce distinct nightvision tints for different faction contexts -- a blue-tinted nightvision for naval units, a red-tinted nightvision for special forces, an amber-tinted nightvision for desert operations.
The decision flowchart shows that the Vision Military value acts as a gateway: only when it is set do the three Nightvision_* modifier fields take effect. A common authoring mistake is to set Nightvision_Color and Nightvision_Fog_Intensity without setting Vision Military, expecting them to take effect independently. They do not.
Priority_Over_Cosmetic field
| Field | Type | Default | Purpose |
|---|---|---|---|
Priority_Over_Cosmetic | bool | false | If true, this glasses item's vision effect takes priority over cosmetic glasses items in the same slot. When multiple glasses items equip the same slot via the character customization UI (workshop skins), this flag determines which item's vision behavior is active. |
This field is relevant primarily for the interaction between cosmetic workshop skins and gameplay-functional glasses. A nightvision goggles workshop skin that sets Priority_Over_Cosmetic true ensures its vision function is not overridden by a purely cosmetic glasses item that the player may also have equipped through the skin system.
PRO flag
| Field | Type | Purpose |
|---|---|---|
Pro | flag | If present, this glasses item is a PRO item. Non-PRO players can see the item in their inventory but cannot equip it. |
The same PRO behavior applies as for vest items. Vanilla cosmetic glasses such as Aviators_Gold, 3D, and HMD carry the PRO flag and are not functional clothing items.
Vision system deep dive
Military nightvision: the full field set
When a glasses item uses Vision Military, the engine applies a post-processing shader that amplifies available light and applies a color grade. The default color grade is a green monochrome tint modeled on real-world GEN 1 nightvision. The Nightvision_Color field replaces this default tint with any custom color.
The Nightvision_Fog_Intensity field controls a separate shader pass that adds volumetric fog visible through the nightvision overlay. Higher values produce thicker fog, which reduces effective visibility range. This field allows modders to create glasses items that give the player nightvision capability but with a meaningful trade-off: the player can see in the dark but cannot see through fog or smoke.
| Nightvision_Fog_Intensity | Visual effect | Use case |
|---|---|---|
0 | No fog. Maximum visibility through nightvision. | High-end tactical goggles |
0.25 | Light fog. Readable visibility reduction. | Standard military nightvision |
0.5 | Moderate fog. Noticeable visibility constraint. | Civilian-grade nightvision |
0.75 | Heavy fog. Significant visibility reduction. | Damaged or prototype nightvision |
1.0 | Maximum fog. Severely restricted visibility. | Specialty or debuff item |
Headlamp illumination
When a glasses item uses Vision Headlamp, the engine activates a PlayerSpotLightConfig struct on the player's forward direction. The headlamp produces a cone of light that illuminates surfaces in the direction the player is facing. The headlamp does not amplify ambient light and does not change the color grade of the rendered scene. The headlamp beam's range and angle are configured through the PlayerSpotLightConfig properties, which are separate from the glasses .dat system.
The Headlamp vision mode is the simplest functional vision enhancement. It provides illumination without the full-scene color shift that Military nightvision applies. On RP servers, Headlamp glasses are used for mining helmets, spelunking gear, and vehicle headlamp systems.
Blindfold: screen darkening mechanics
The Blindfold flag applies a full-screen black overlay that renders the player effectively blind. The overlay is not a simple black texture; it is a shader-based darkening that still renders the 3D scene underneath but applies an alpha blend to black that obscures all detail. The player can still hear audio, interact with the inventory UI, and perform non-visual actions, but cannot navigate the game world.
The blindfold effect is immediately noticeable and should never be applied to a glasses item without clear player-facing communication in the item name and description.
Cosmetic-only vs. functional glasses
Glasses items fall into two functional categories: cosmetic-only and vision-enhancing. The distinction is determined by the presence or absence of the Vision and Blindfold fields.
| Category | Vision field | Blindfold | Example |
|---|---|---|---|
| Cosmetic-only | Absent or None | Absent | Aviators, 3D, HMD, Monocle, Eyepatch |
| Nightvision | Military | Absent | Nightvision_Military (ID 334) |
| Headlamp | Headlamp | Absent | Headlamp (ID 1199) |
| Blindfold | Absent | Present | Blindfold (ID 1464) |
Cosmetic-only glasses are the simplest to author: they require only the identity fields, the Hair and Beard flags, and the skinned mesh prefab. Vision-enhancing glasses require the additional Vision field and optionally the Nightvision_* modifier fields.
Worked examples
Example 1: Cosmetic-only glasses (aviator sunglasses)
A purely cosmetic glasses item with no vision functionality. Appropriate for civilian factions on RP servers.
GUID a1b2c3d4e5f64a7b8c9d0e1f2a3b4c5d
Type Glasses
ID 43100
Size_X 2
Size_Y 1
Size_Z 0.15
Hair
Beard
ProCompanion English.dat:
Name Aviator Sunglasses
Description Classic aviator-style sunglasses. Purely cosmetic. Does not provide nightvision or illumination.Example 2: Military nightvision goggles
A fully functional nightvision glasses item with a custom amber color tint appropriate for desert operations and third-person mode enabled.
GUID b2c3d4e5f6a7b8c9d0e1f2a3b4c5d6e
Type Glasses
Rarity Epic
Useable Clothing
ID 43101
Size_X 2
Size_Y 1
Size_Z 0.175
Hair
Beard
Vision Military
Nightvision_Allowed_In_ThirdPerson true
Nightvision_Color FFA500
Nightvision_Fog_Intensity 0.3
Priority_Over_Cosmetic falseCompanion English.dat:
Name Desert Nightvision Goggles
Description Military-grade nightvision goggles with amber-tinted optics. Active in first and third person. Provides clear vision in low-light conditions with moderate fog attenuation.Example 3: Headlamp mining glasses
A glasses item with headlamp illumination. Appropriate for mining or spelunking contexts on survival servers.
GUID c3d4e5f6a7b8c9d0e1f2a3b4c5d6e7f
Type Glasses
Rarity Uncommon
Useable Clothing
ID 43102
Size_X 2
Size_Y 1
Size_Z 0.175
Hair
Beard
Vision Headlamp
Priority_Over_Cosmetic falseCompanion English.dat:
Name Mining Headlamp
Description Forward-facing headlamp that illuminates dark areas. Does not provide nightvision amplification. Essential gear for underground exploration.Example 4: Blindfold
A blindfold item that darkens the player's screen when equipped. Intended for RP scenarios, not standard gameplay.
GUID d4e5f6a7b8c9d0e1f2a3b4c5d6e7f8a
Type Glasses
Rarity Common
Useable Clothing
ID 43103
Size_X 2
Size_Y 1
Size_Z 0.2
Hair
Beard
BlindfoldCompanion English.dat:
Name Black Blindfold
Description A thick cloth blindfold that completely blocks vision when worn. Intended for roleplay scenarios only.Frequently asked questions
Can I have both Blindfold and Vision Military on the same glasses item?
Yes, both fields can be present in the same .dat file. When both are present, the Blindfold effect takes priority and the screen is darkened. The Vision field is effectively overridden by the Blindfold flag. This configuration is not useful for gameplay but is technically valid.
Do glasses provide armor protection?
No. Glasses do not have an Armor field. The ItemGlassesAsset class inherits from GearAsset, which does not include the Armor field that is available on ItemClothingAsset subclasses (Shirt, Pants, Vest). No configuration of the glasses .dat can produce a damage reduction effect.
Can I make glasses that provide radiation protection?
No. The Proof_Radiation flag is not available on the GearAsset class that glasses inherit from. Radiation protection on face-worn items is limited to the Mask slot, which inherits from GearAsset but can carry the Proof_Radiation flag through the ItemMaskAsset class.
How do I make nightvision work in third-person?
Set Nightvision_Allowed_In_ThirdPerson true on the glasses .dat file. The field defaults to false for backward compatibility with vanilla glassese that predate the third-person nightvision feature. When set to true, the nightvision shader remains active when the player switches to the third-person camera view.
What happens if I set Vision Military but not Nightvision_Color?
The engine applies the default green-tinted nightvision color. The default color is the standard green monochrome that is familiar from vanilla Nightvision_Military glasses (ID 334). The Nightvision_Color field is an optional override.
Can I make a glasses item that is both a cosmetic skin and a functional item?
Yes, through the Priority_Over_Cosmetic field. Set Priority_Over_Cosmetic true on the functional glasses item to ensure its vision behavior activates even when the player has a cosmetic workshop skin equipped in the same slot. This field resolves the conflict between the cosmetic skin system and the gameplay-function system.
What inventory size should glasses use?
Vanilla glasses consistently use Size_X 2 and Size_Y 1, producing a 2x1 inventory footprint. The Size_Z varies by item from 0.125 to 0.2 depending on the thickness of the frame model. This 2x1 footprint is the cohort standard for all glasses items.
Can glasses have blueprints?
Yes. Glasses items can include the Blueprints array for crafting, salvage, and repair recipes. The vanilla Blindfold (ID 1464) includes Salvage, Repair, and Apparel blueprints as an example. Blueprint configuration for glasses follows the same rules as for any other item type.
Do glasses affect the character's hair and beard visibility?
Yes, through the Hair and Beard flags. Vanilla glasses typically include both flags because eyewear does not obscure the hair or beard. A glasses item that covers more of the face (a full visor, a welder's mask) should omit these flags so the character's hair and beard are hidden when the item is equipped.
What is the difference between Glasses and Mask?
Glasses and Mask are separate clothing slots that can be equipped simultaneously. Glasses sit at the eye and nose line and control the vision system. Masks sit at the lower face and jaw and control filter interaction and earpiece functionality. A player can wear both glasses and a mask at the same time. The GearAsset parent class is shared by both slots, but the specific fields differ: ItemGlassesAsset has the Vision system; ItemMaskAsset has FilterDegradationRateMultiplier and Earpiece.
Best practices
- Match the Vision field to the intended gameplay role. Cosmetic glasses should omit the Vision field. Nightvision glasses should use Vision Military. Illumination glasses should use Vision Headlamp.
- Set Nightvision_Allowed_In_ThirdPerson to
truefor modern glasses items. The defaultfalsevalue exists for backward compatibility but produces a worse player experience. - Use custom Nightvision_Color values for faction-identifying glasses on RP servers. Color-coded nightvision helps players identify faction allies at a glance.
- Keep Nightvision_Fog_Intensity values between 0.1 and 0.5 for functional nightvision glasses. Values above 0.5 produce visibility that players may find frustrating.
- Include both Hair and Beard flags on standard glasses. Omit them only when the glasses mesh covers the hair or beard region.
- Use the 57 Studios™ ID block 43100-43199 for glasses items to maintain ordering across the mod project.
- Generate a fresh GUID for every glasses asset. Never reuse GUIDs across items.
- Test the glasses in single-player before publishing: confirm the skinned mesh deforms correctly, the Vision field activates the correct behavior, and the Hair and Beard flags behave as expected.
Advanced considerations
Vision system interaction with lighting conditions
The Military nightvision shader amplifies available light. In complete darkness (maps or underground areas with zero ambient light), the nightvision provides a baseline visible image. In areas with partial ambient light (moonlight, distant light sources), the nightvision provides amplified visibility well beyond what the naked eye would see. The nightvision does not penetrate smoke, volumetric fog, or solid objects. The Nightvision_Fog_Intensity field controls how much additional shader-based fog is added on top of the scene's existing fog.
Headlamp spotlight configuration
When Vision Headlamp is active, the engine activates a PlayerSpotLightConfig struct. The spotlight's range, angle, intensity, and color are configured through separate fields on the PlayerSpotLightConfig type, which is documented in the Smartly Dressed Games modding documentation. The glasses .dat file does not directly set spotlight properties; it only toggles the headlamp mode through the Vision field.
Priority_Over_Cosmetic and workshop skin conflicts
On servers that use the Steam Workshop skin system for cosmetics, a player may equip a cosmetic glasses skin through the character customization UI while also carrying a functional nightvision glasses item in the inventory. The Priority_Over_Cosmetic field resolves which item's vision behavior is active when the player loads into the server. If the functional nightvision glasses set Priority_Over_Cosmetic true, the nightvision behavior overrides any cosmetic glasses skin. If set to false (the default), the cosmetic skin's vision fields (typically none) take priority.
Glasses in RP-server faction identity
On 57 Studios™ RP servers, glasses are used extensively for faction role identification. Medic glasses (a blue-tinted headlamp or Nightvision_Color) signal first-aid capability. Pilot goggles signal aviation access. Scientist spectacles signal laboratory access. The vision mode is a secondary concern; the primary function is visual faction signaling.
Appendix A: Glasses .dat field quick-reference card
| Field | Type | Required | Default |
|---|---|---|---|
GUID | uint128 | Yes | -- |
ID | uint16 | Yes | -- |
Type | enum (Glasses) | Yes | -- |
Name | string | No | Folder name |
Rarity | enum | No | Common |
Size_X | uint8 | Yes | -- |
Size_Y | uint8 | Yes | -- |
Size_Z | float | No | Engine default |
Useable | enum | Recommended | -- |
Hair | flag | No | not set |
Beard | flag | No | not set |
Vision | enum | No | None |
Blindfold | flag | No | not set |
Nightvision_Allowed_In_ThirdPerson | bool | No | false |
Nightvision_Color | color | No | Engine default |
Nightvision_Fog_Intensity | float32 | No | Engine default |
Priority_Over_Cosmetic | bool | No | false |
Pro | flag | No | not set |
Appendix B: Diagnostic table
| Symptom | Most likely cause | Resolution |
|---|---|---|
Glasses do not appear in inventory after @give | ID conflict or missing Bypass_ID_Limit | Confirm unique ID and add Bypass_ID_Limit True |
| Glasses appear but cannot be equipped | PRO flag present without Useable Clothing | Add Useable Clothing or remove PRO flag |
| Screen goes black when equipping glasses | Blindfold flag present unintentionally | Remove the Blindfold field |
| Nightvision not active when expected | Vision field missing or set to wrong value | Confirm Vision Military is set |
| Nightvision active but with default green tint | Nightvision_Color not set | Add Nightvision_Color <custom-color> |
| Nightvision not visible in third-person | Nightvision_Allowed_In_ThirdPerson not set | Add Nightvision_Allowed_In_ThirdPerson true |
| Fog too dense through nightvision | Nightvision_Fog_Intensity too high | Reduce to 0.0-0.5 range |
| Headlamp beam not visible | Vision not set to Headlamp | Set Vision Headlamp |
| Hair not visible with glasses | Hair flag missing | Add Hair |
| Beard not visible with glasses | Beard flag missing | Add Beard |
| Glasses invisible on character model | SkinnedMeshRenderer not configured | Confirm prefab has SkinnedMeshRenderer with correct bones |
| Glasses clip through mask | Mesh overlap between glasses and mask | Adjust mesh geometry for clearance |
Appendix C: External references
| Resource | URL | Notes |
|---|---|---|
| Smartly Dressed Games modding documentation | https://docs.smartlydressedgames.com/en/stable/ | Official field reference for ItemGlassesAsset and vision system |
| Unturned on Steam | https://store.steampowered.com/app/304930/Unturned/ | Game page; changelog and community hub |
| Clothing Asset Reference | /items/clothing-asset | Shared clothing fields and SkinnedMeshRenderer requirements |
| Mask Asset Reference | /items/mask-asset-reference | The adjacent facial slot article; covers FilterDegradationRateMultiplier and Earpiece |
| Project Folder Structure and GUIDs | /items/project-folder-structure-and-guids | GUID generation and folder layout |
| Steam Workshop Submission | /publishing/steam-workshop-submission | Publishing workflow for finished mods |
Cross-references
- Clothing Asset Reference -- the shared field reference for all seven clothing slots; documents SkinnedMeshRenderer requirements and the character skeleton binding system.
- Vest Asset Reference -- the previous article in this series; covers the vest slot that shares the GearAsset parent class with glasses.
- Mask Asset Reference -- the next article; covers the mask slot that shares the GearAsset parent class with glasses.
- Project Folder Structure and GUIDs -- GUID generation and folder layout.
- Master Bundle Export -- Unity bundling pipeline for clothing prefabs.
- Smartly Dressed Games modding documentation -- official field reference for ItemGlassesAsset and vision system properties.
- Unturned on Steam -- game page and community hub.
Authoring checklist
Before publishing a glasses mod to the Steam Workshop, confirm the following:
- [ ] GUID is unique -- generated fresh, not copied from another asset
- [ ] ID is in the 57 Studios™ block (43100-43199) or the 50000+ community range
- [ ]
Type Glassesis set - [ ]
Useable Clothingis present for equippable glasses - [ ]
HairandBeardflags are present for standard glasses - [ ]
Visionfield is set to the intended nightvision mode, or omitted for cosmetic-only glasses - [ ]
Blindfoldis present only when the screen-darkening effect is intentional - [ ]
Nightvision_Allowed_In_ThirdPersonis set totruefor modern nightvision glasses - [ ]
Nightvision_Coloruses hex RGB format - [ ]
Nightvision_Fog_Intensityis between 0.0 and 0.5 for functional nightvision - [ ]
Bypass_ID_Limit Trueis present - [ ] SkinnedMeshRenderer is configured with correct bone references
- [ ] Material is assigned in Unity, not pink in the prefab
- [ ] Master bundle is built and copied to the mod's
Bundles/Items/GlassesName/folder - [ ]
English.datis authored withNameandDescriptionfields - [ ] Tested in single-player: glasses appear, equip, vision mode activates, hair/beard visibility is correct
Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2026-07-26 | 57 Studios | Initial publication. Complete glasses .dat field reference, vision system documentation, Blindfold, Nightvision color and fog, cosmetic vs functional distinction, worked examples, FAQ. |
