Key Asset Reference
The key asset is the data definition for every economy key item in Unturned™ - Steam Workshop unlock keys, stat tracker tools, ragdoll effect items, scrap economy items, and invitation tokens. Keys are a specialized item type designed primarily for the Steam Economy integration layer rather than for in-world gameplay. They serve as exchange items that are traded, consumed, and applied to other economy items through the Steam Economy interface.
This article is the 57 Studios™ canonical reference for the key asset type. It covers every .dat field specific to the key asset subclass, the Exchange_With_Target_Item flag that enables economy item interaction, the Pro flag that restricts items to Gold-tier players, the distinction between basic keys and exchange keys, the stat tracker key pattern, and the complete field reference. The shared fields that appear on every item asset (ID, GUID, Rarity, Slot, Size_X, Size_Y) are documented in Item Asset Anatomy; this article focuses on the fields that are unique to the key subclass and the Steam Economy integration model.

Documentation source: This article references the official Smartly Dressed Games modding documentation for field definitions and game behavior, supplemented by analysis of all vanilla key assets across
Bundles/Items/Keys/including basic keys, Workshop keys, scrap keys, stat tracker keys, and ragdoll effect keys. The key asset class is designed for Steam Economy integration, and the SDG documentation states that "none of its unique properties can be properly utilized by modders."
Who this article is for
This article is written for Unturned™ mod authors who are developing economy items or Steam Workshop integration content. Readers should have completed at least one item mod of another type and should be familiar with the master bundle pipeline and the .dat authoring workflow. If you are new to Unturned™ modding, start with Project Folder Structure and GUIDs before returning here. This article assumes familiarity with the Steam Economy system and the concept of Steam Workshop items as tradable commodities.
What the key asset class actually does
The key asset class (ItemKeyAsset) is documented as a Steam Economy item type. Its primary purpose is to serve as the key that unlocks crates, the token that exchanges for other items, and the tool that applies stat trackers or cosmetic effects to other economy items. The key asset does not function as a traditional in-game key that unlocks doors or containers through world interaction. It functions exclusively through the Steam Economy UI.
The SDG documentation states this limitation explicitly: "Keys are created from the ItemKeyAsset class. They are intended to be used as a part of the Steam Economy, rather than as in-game content. As such, none of its unique properties can be properly utilized by modders." This constraint is fundamental to understanding the key asset type: the fields and behaviors documented here are economy-layer fields, not gameplay-layer fields. A key item in a modder's inventory is an economy object, not a world-interaction object.
As shown in the flowchart above, the key asset has two primary axes of configuration: whether it has exchange capabilities and whether it is restricted to PRO-tier players.
Key asset subtypes
Analysis of the vanilla key assets at Bundles/Items/Keys/ reveals two distinct key subtypes that share the same Type Key declaration but differ in their field configuration.
Basic keys (no Exchange_With_Target_Item)
Basic keys are economy items that exist primarily as display, trade, and crate-unlock items. They have the Pro flag set but lack the Exchange_With_Target_Item flag.
Vanilla examples:
| Asset | ID | GUID | Fields |
|---|---|---|---|
Key_0 | 493 | 44eee442d7da42328db5b1e5bc6088d3 | Type Key, Pro |
Key_Workshop_00 | 752 | d8a1ee087f4e4ab996535581a058a43e | Type Key, Pro |
Key_Workshop_01 | 780 | da548dddb6404653a2dd07977c3800d3 | Type Key, Pro |
Key_Workshop_02 | 782 | 96eabfb88f464d8c9044f10d85cc496e | Type Key, Pro |
Key_Workshop_03 | 784 | 163afd6e75124573935b655f86ca967f | Type Key, Pro |
Scrap | 844 | 6c1293bea90b4b53b2ccd95600194054 | Type Key, Pro |
U4_Invitation | 1595 | 3ac7e083b2d845688a084bcc589e3099 | Type Key, Pro |
All basic keys share Size_X 1, Size_Y 1, Size_Z 0.25, and the Pro flag. They do not include the Exchange_With_Target_Item flag.
Exchange keys (with Exchange_With_Target_Item)
Exchange keys have the Exchange_With_Target_Item flag, which adds UI elements for using the key on another Steam Economy item. These keys are consumable tools that modify or enhance another item when used through the economy interface.
Vanilla examples:
| Asset | ID | GUID | Fields |
|---|---|---|---|
Stat_Tracker_Total_Kills | 845 | 0f821afe597f4bb78b8a6755ec6f9003 | Type Key, Exchange_With_Target_Item, Pro |
Stat_Tracker_Player_Kills | 846 | e7a2f3aecf2b4f6aa7ef42962a7150ee | Type Key, Exchange_With_Target_Item, Pro |
Stat_Tracker_Removal_Tool | 992 | a0c5fb16e2d14270b9c899ddc7278cff | Type Key, Exchange_With_Target_Item, Pro |
Ragdoll_Effect_Removal_Tool | 993 | 70d044454c91484a956914841ccbadf9 | Type Key, Exchange_With_Target_Item, Pro |
Ragdoll_Effect_Zero_Kelvin | 1524 | 14b4f040305844b6ada42132e39cbb81 | Type Key, Exchange_With_Target_Item, Pro |
Ragdoll_Effect_Rainbow | - | ac6df37b40fb430eb3d8e29b7766c6f9 | Type Key, Exchange_With_Target_Item, Pro |
Ragdoll_Effect_Void | - | 1e8728b7cc1a4ed5895120edb663d015 | Type Key, Exchange_With_Target_Item, Pro |
Exchange keys share Size_X 1, Size_Y 1, Size_Z 0.06-0.07, the Exchange_With_Target_Item flag, and the Pro flag. Note that some exchange keys (Ragdoll_Effect_Rainbow, Ragdoll_Effect_Void) lack an ID field, which is unusual for item assets.
File and folder structure
A complete key mod requires the following files:
Workshop/Content/304930/<modID>/
├── Bundles/
│ └── <BundleName>.unity3d ← master bundle containing the key prefab
└── Items/
└── MyKey/
├── Asset.dat ← primary configuration (fields documented here)
└── English.dat ← display name and descriptionThe folder structure follows the same pattern as every item asset. The master bundle contains the 3D model for the key item as it appears in the inventory and when dropped on the ground.
Complete .dat field reference
Identity fields
| Field | Type | Example | Required | Purpose |
|---|---|---|---|---|
ID | uint16 | 50200 | Conditional | Numeric item ID. Some vanilla key assets omit the ID field. For modded key assets, the cohort recommendation is to include an ID in the 50000+ range to ensure reliable console spawning. |
GUID | uint128 hex | a1b2c3d4e5f64a7b8c9d0e1f2a3b4c5d | Yes | 128-bit globally unique identifier. Generate a new GUID for every new key item. The GUID is the stable cross-reference used by the economy system. |
Type | enum | Key | Yes | Must be Key for key assets. This is the field that tells the parser to instantiate ItemKeyAsset. |
Name | string | MyCustomKey | Yes | Internal name. Used in console commands and cross-reference in other .dat files. |
Rarity | enum | Rare | No | Controls the inventory highlight color. Most vanilla keys use Rare or omit the field. Values: Common, Uncommon, Rare, Epic, Legendary, Mythical. Defaults to Common. |
Slot | enum | None | No | Keys are not equipped to player slots. Always use None for key assets. |
Size_X | uint8 | 1 | Yes | Width in inventory grid cells. All vanilla keys use 1. |
Size_Y | uint8 | 1 | Yes | Height in inventory grid cells. All vanilla keys use 1. |
Size_Z | float | 0.25 | No | Depth of the world-space collision box when the item is dropped. Basic keys use 0.25; exchange keys use 0.06-0.07. |
ID field on key assets
The vanilla key assets demonstrate that the ID field is optional for key items. Some exchange keys (Ragdoll_Effect_Rainbow, Ragdoll_Effect_Void) omit the ID field entirely. These items are not spawnable via console commands and are delivered exclusively through the Steam Economy system. For modded keys intended for testing or direct distribution, the cohort recommendation is to include an ID field.
Economy fields
| Field | Type | Required | Example | Purpose |
|---|---|---|---|---|
Pro | bool | Conditional | True | Restricts the key to Gold/PRO-tier players. Almost all vanilla key assets have Pro set (indicated by the field's presence without a value, which is equivalent to True in the Unturned parser). The cohort recommendation is to set Pro for economy keys that are part of the Steam Economy integration. |
Exchange_With_Target_Item | flag | No | (present) | Adds UI elements for using this economy item on another Steam Economy item. This is the field that enables the key to be used as a stat tracker applicator, ragdoll effect applicator, or similar tool. Without this field, the key exists as a display and trade item only. |
The Pro field in the vanilla key assets is noteworthy for its syntax. The vanilla .dat files show:
ProThis is a flag field - its presence alone sets the value. No explicit True or False value is required after the field name. This is the same syntax used by Exchange_With_Target_Item, TwoHanded, RepairTool, and similar flag-type fields across other asset types.
As shown in the flowchart above, the two economy flags on a key asset operate independently. A key can be Pro-only without exchange capability, or Pro-only with exchange capability.
Basic key field set example
The .dat for a basic key (no exchange capability) is minimal:
GUID d8a1ee087f4e4ab996535581a058a43e
Type Key
ID 752
Size_X 1
Size_Y 1
Size_Z 0.25
ProNote the absence of an explicit Name field in some vanilla basic keys. The engine uses the folder name as the internal name when Name is absent.
Exchange key field set example
The .dat for an exchange key (with exchange capability):
GUID e7a2f3aecf2b4f6aa7ef42962a7150ee
Type Key
ID 846
Size_X 1
Size_Y 1
Size_Z 0.06
Exchange_With_Target_Item
ProVanilla key asset: English.dat analysis
The vanilla key assets at Bundles/Items/Keys/ do not include English.dat files. The keys are economy items whose display names and descriptions are managed through the Steam Economy system rather than through per-item localization files. The Name field in the primary .dat (or the folder name, when Name is absent) serves as the in-game display name.
This is a critical difference from standard item assets. Most item types require a companion English.dat for localization. Key assets that are part of the Steam Economy system do not follow this rule. However, the cohort recommendation for modded key assets - particularly keys that are spawned in-game rather than distributed through the economy - is to include an English.dat in the same folder as a defensive measure.
Complete .dat example: modded economy key
The following is a complete .dat for a basic key item intended for a modded economy system:
ID 50200
GUID f1a2b3c4d5e64a7b8c9d0e1f2a3b4c5e
Type Key
Name ModdedKey
Rarity Rare
Slot None
Size_X 1
Size_Y 1
Size_Z 0.25
Pro
Bypass_ID_Limit TrueCompanion English.dat:
Name Modded Economy Key
Description A custom economy key for the modded distribution system. Trade with other players through the Steam Economy interface.Complete .dat example: modded exchange key
The following is a complete .dat for an exchange key that functions as a stat tracker tool:
ID 50201
GUID b2c3d4e5f6a74a8b9c0d1e2f3a4b5c6e
Type Key
Name ModdedStatTracker
Rarity Epic
Slot None
Size_X 1
Size_Y 1
Size_Z 0.06
Exchange_With_Target_Item
Pro
Bypass_ID_Limit TrueCompanion English.dat:
Name Stat Tracker: Total Kills
Description Track the total number of kills across all game modes. Apply this tool to an eligible economy item to begin tracking.How the Exchange_With_Target_Item flag works
The Exchange_With_Target_Item flag enables a specific UI interaction pattern. When a player right-clicks an eligible key item in the Steam Economy inventory, the context menu includes an "exchange" option. Selecting this option prompts the player to select a target item from their economy inventory. The engine then performs the exchange operation, which consumes the source key and applies its effect to the target item.
The specific behavior of the exchange operation depends on the engine's internal mapping of key GUIDs to economy effects. The .dat file itself does not define what the exchange does - it only enables the UI interaction. The actual effect (attaching a stat tracker, applying a ragdoll cosmetic, transforming the target item) is hardcoded in the engine's economy system and referenced by the key's GUID.
The sequence diagram above shows the exchange flow. The key item is consumed; the target item is modified. The engine's internal effect mapping determines what modification occurs, and that mapping is not configurable through the .dat file.
Key asset modding constraints
Economy dependency
The key asset type is explicitly documented as an economy integration item. Modders who create key assets and distribute them through the Steam Workshop will find that the keys function as inventory items but their exchange behavior depends on the engine's hardcoded economy effect mappings. Custom exchange behaviors (stat trackers with custom labels, ragdoll effects with custom cosmetics) are not achievable through .dat configuration alone.
Pro flag implications
All vanilla key assets have the Pro flag set. This means they are restricted to players who own Unturned Gold. Non-PRO players can see key items in their inventory (if they acquire them through trading) but cannot equip or use them. For modded key assets, the cohort recommendation is to consider whether the PRO restriction serves the mod's design intent. Keys that are purely cosmetic or decorative can safely use Pro. Keys that are part of the core gameplay experience should omit Pro to ensure all players can interact with them.
Modded key use cases
Despite the economy constraints, key assets have several practical modding use cases:
- Quest item proxies. A key asset can serve as a quest item that the player carries and trades to an NPC through a server-side plugin, even though the key's native exchange UI is economy-bound.
- Rarity-signaling collectibles. Key items with
Rarity LegendaryorRarity Mythicalserve as collectible display items in player inventories. - Admin and debug tokens. Key items with distinctive prefabs function as admin tokens or debug items on private servers.
- Economy simulation in modded maps. A modded map can use key items as currency or reputation tokens when combined with server-side plugin logic.
In all of these alternative use cases, the key's .dat fields remain the same. The alternative behavior is implemented through server-side plugin code that reads the key's presence in the player's inventory rather than through the key's native economy interaction.
Visualizations
Visualization 1: key asset class hierarchy
ItemAsset (base class)
│
└── ItemKeyAsset (Type Key)
│
├── Basic key
│ └── Pro flag only
│ └── Steam Workshop keys (Key_Workshop_00 - Key_Workshop_03)
│ └── Scrap
│ └── U4_Invitation
│
└── Exchange key
└── Pro + Exchange_With_Target_Item
└── Stat tracker tools (Stat_Tracker_Total_Kills, etc.)
└── Ragdoll effect tools (Ragdoll_Effect_Rainbow, etc.)
└── Stat tracker removal tool
└── Ragdoll effect removal toolVisualization 2: vanilla key field comparison
Key type ID Pro Exchange Size_Z
──────────────── ──── ─── ──────── ──────
Key_0 493 ✓ ✗ 0.25
Key_Workshop_00 752 ✓ ✗ 0.25
Key_Workshop_01 780 ✓ ✗ 0.25
Key_Workshop_02 782 ✓ ✗ 0.25
Key_Workshop_03 784 ✓ ✗ 0.25
Scrap 844 ✓ ✗ 0.25
U4_Invitation 1595 ✓ ✗ 0.25
Stat_Tracker_Kills 845 ✓ ✓ 0.06
Stat_Tracker_PK 846 ✓ ✓ 0.06
Stat_Tracker_Removal 992 ✓ ✓ 0.07
Ragdoll_Removal 993 ✓ ✓ 0.07
Ragdoll_Z Kelvin 1524 ✓ ✓ 0.06
Ragdoll_Rainbow - ✓ ✓ 0.06
Ragdoll_Void - ✓ ✓ 0.06Visualization 3: key item inventory footprint
Key item inventory grid footprint:
Basic key / exchange key (Size_X 1, Size_Y 1):
┌─┐
│█│
└─┘
All vanilla keys use the same 1×1 footprint.
Size_Z differs between basic keys (0.25) and
exchange keys (0.06-0.07), but this only affects
the world-space collision box when dropped.Visualization 4: Pro flag effect on player eligibility
┌─────────────────────────────────────────────────────────────┐
│ PRO flag effect on key items │
│ │
│ Player types: │
│ │
│ ┌────────────────────────────────────────────────────┐ │
│ │ Free player (no Gold upgrade) │ │
│ │ Can see PRO items in inventory? Yes │ │
│ │ Can equip PRO items? No │ │
│ │ Can trade PRO items? Yes │ │
│ │ Can use Exchange? No │ │
│ └────────────────────────────────────────────────────┘ │
│ │
│ ┌────────────────────────────────────────────────────┐ │
│ │ Gold player (PRO upgrade active) │ │
│ │ Can see PRO items in inventory? Yes │ │
│ │ Can equip PRO items? Yes │ │
│ │ Can trade PRO items? Yes │ │
│ │ Can use Exchange? Yes │ │
│ └────────────────────────────────────────────────────┘ │
│ │
│ Non-PRO players receive PRO items through trading or │
│ Workshop drops but cannot interact with them. │
└─────────────────────────────────────────────────────────────┘Field authoring checklist for key assets
- [ ]
Type Keyis present and correct. - [ ]
GUIDwas generated fresh and is unique across the mod project. - [ ]
IDis in the 50000+ range (or omitted for economy-only distribution keys). - [ ]
Propresence is intentional - consider whether Gold-tier restriction serves the design intent. - [ ]
Exchange_With_Target_Itemis present only if the key is intended for economy exchange interactions. - [ ]
Slot Noneis set. - [ ]
Size_X 1andSize_Y 1match the standard key footprint. - [ ]
English.datis authored in the same folder (recommended for modded keys, even though economy keys often omit it). - [ ] The master bundle contains the key prefab.
- [ ]
Bypass_ID_Limit Trueis present for IDs above 2000.
Diagnostic table
| Symptom | Most likely cause | Resolution |
|---|---|---|
| Key not spawnable via console | ID field absent or conflicting | Add or correct the ID field in the 50000+ range |
| Key appears in inventory but cannot be used | Exchange_With_Target_Item missing for exchange key | Add Exchange_With_Target_Item flag |
| Key cannot be traded | PRO flag prevents non-PRO interaction | Remove the Pro flag if unrestricted access is intended |
| Key invisible when dropped | Prefab name mismatch | Confirm prefab name in bundle matches Name or Item field |
| Exchange option does not appear in context menu | Exchange_With_Target_Item not set | Verify the flag is present exactly as written (case-sensitive) |
| Key shows wrong in-game name | English.dat missing or incorrect | Add or correct English.dat in the same folder |
| Console logs economy GUID error | Key's GUID not recognized by the economy system | The GUID must match an economy-registered item; this is not configurable through .dat alone |
| PRO icon not showing on non-PRO player's inventory | Expected behavior | Non-PRO players see PRO items as locked; the PRO icon is always shown |
| Key occupies incorrect grid size | Size_X or Size_Y wrong | Set Size_X 1, Size_Y 1 for standard key footprint |
| Exchange consumes key but does not modify target | The engine does not recognize the key GUID as a valid exchange tool | The exchange effect is economy-mapped by GUID, not configurable in .dat |
Best practices
- Reserve the key asset type for items that are genuinely part of a Steam Economy integration. For in-game keys that unlock doors or containers through world interaction, use a different item type (Tool, Supply) with a server-side plugin that handles the door-lock logic.
- Include the
Proflag on economy keys as a rule, because the vanilla precedent and the economy system design assume PRO-tier access control. OmittingProon an economy key does not break functionality but deviates from the established vanilla pattern. - Always include an
IDfield on modded key assets, even though some vanilla keys omit it. TheIDfield enables console spawning for testing and debugging. - Author
English.datfor every modded key asset, even though vanilla economy keys omit localization files. TheEnglish.datprovides a fallback display name for in-game contexts where the economy system's display name is not loaded. - Test key assets in a local single-player session before distributing through the Workshop. Confirm the item spawns, appears in inventory, and displays the correct name.
- Document the key's GUID in the mod project's GUID registry. If the key participates in any economy mapping, the GUID is the permanent identifier that cannot change after publishing.
Frequently asked questions
Can a key asset be used to unlock doors or containers in-game?
No. The key asset type is designed exclusively for the Steam Economy integration layer. It does not have a door-lock, container-lock, or world-interaction field. In-game key-and-lock mechanics must be implemented using a different item type (Tool, Supply, or a custom useable) paired with a server-side plugin that checks the player's inventory for the correct item ID.
What is the difference between a basic key and an exchange key?
A basic key has the Pro flag only and exists as a display, trade, and crate-unlock item. An exchange key additionally has the Exchange_With_Target_Item flag, which enables the economy exchange UI that allows the key to be consumed on a target item to apply an effect.
Does every key asset need the Pro flag?
The vanilla precedent is that all key assets have the Pro flag. However, the Pro flag is technically optional. A key without the Pro flag is available to all players regardless of their Gold status. The cohort recommendation is to follow the vanilla pattern and include Pro for economy keys, but the flag can be omitted for modded keys that are not part of the Steam Economy.
Why do some vanilla keys lack an ID field?
The vanilla key assets that lack an ID field (Ragdoll_Effect_Rainbow, Ragdoll_Effect_Void) are economy-only items that are never spawned through console commands. Their distribution path is exclusively through the Steam Economy system - they are awarded through crates, trades, or Workshop integration. The ID field is technically optional for all item assets; it is only required when the item needs to be referenced by numeric ID in commands or spawn tables.
Can I create a key that functions as a currency on my server?
The key asset itself does not provide a currency system. However, a server-side plugin can read the presence of key items in a player's inventory and treat them as currency tokens. The key's .dat fields do not change for this use case - the alternative behavior is implemented entirely in the plugin layer.
What happens if I set Exchange_With_Target_Item without setting Pro?
The key functions as an exchange key that is available to non-PRO players as well. This is a valid configuration. The two flags are independent. The Exchange_With_Target_Item flag controls the economy exchange UI; the Pro flag controls the Gold-tier access restriction.
Does a key asset need a prefab?
Yes. The key asset requires a prefab in the master bundle for the in-game model - the model shown when the item is in inventory, dropped on the ground, or displayed in the economy UI. A missing prefab causes the key to be invisible in inventory and when dropped, though it can still appear in the economy system.
Can I make a key that is visually distinct from vanilla keys?
Yes. The key's visual appearance is entirely determined by the prefab in the master bundle. A custom key prefab with a distinct mesh and texture is visually distinct from vanilla keys regardless of the .dat field values.
What inventory size should a key use?
The vanilla key uses Size_X 1, Size_Y 1. This is the standard footprint for all vanilla keys. Modded keys should use the same footprint unless there is a deliberate design reason for a larger or smaller size.
Can a key item be stacked in inventory?
Items with Size_X 1, Size_Y 1 and Slot None are candidates for inventory stacking. Key items follow the same stacking rules as any other item type. Whether keys stack depends on the engine's stacking behavior for the specific item ID.
Is the Size_Z field meaningful for key items?
The Size_Z field controls the world-space collision box when the item is dropped on the ground. Basic keys use 0.25; exchange keys use 0.06-0.07. The difference is cosmetic and affects how the dropped item sits on surfaces. It is not gameplay-relevant.
How do I distribute a key asset through the Steam Workshop?
Key assets are distributed through the standard Steam Workshop submission workflow, documented in Steam Workshop Submission. The key asset's Steam Economy integration is configured separately through the economy system's configuration files, not through the item's .dat.
Can a key asset have a custom interaction script?
The ItemKeyAsset class does not support custom useable scripts in the same way that other asset types support the Useable field. The key's behavior is hardcoded to the economy exchange system. Custom interaction behavior requires a separate plugin or code mod that reads the key's presence in inventory and implements the desired logic.
Advanced considerations
Key asset GUID permanence in the economy system
The GUID on a key asset is the permanent identifier that the economy system uses to map the key to its exchange behavior. Changing a key's GUID after it has been distributed through the economy system breaks the economy mapping and can cause player-facing issues (lost items, broken exchanges). The cohort recommendation is to finalize the GUID before any economy distribution and never change it afterward.
Key assets in modded crate systems
Modded crate systems (loot crates that award random items on opening) can reference key assets as content items within the crate's reward table. The key is treated as a standard item asset in this context; its economy-specific fields (Pro, Exchange_With_Target_Item) do not affect crate behavior. The key appears in the crate's drop list and can be awarded to the player as a regular item.
Key assets and the Item field
Key assets can use the Item field to specify a custom prefab name in the bundle, following the same pattern as other item types. If Item is absent, the engine uses the Name field as the prefab lookup key. If both Name and Item are absent, the engine falls back to the folder name.
Vanilla key asset Size_Z values as subtype markers
The Size_Z field serves as an informal marker of key subtype in the vanilla asset set. Basic keys consistently use Size_Z 0.25. Exchange keys consistently use Size_Z 0.06 or 0.07. While Size_Z is functionally a collision-box parameter, the consistent split suggests it is a defensive convention within the vanilla asset set to distinguish the two subtypes.
Key assets without Name field
Several vanilla key assets omit the Name field. When Name is absent, the engine uses the folder name as the internal item name. This is a valid configuration but can cause diagnostic confusion because the in-game name and the folder name are the same string. The cohort recommendation is to include an explicit Name field for clarity.
Appendix A: Key asset .dat field quick reference
| Field | Type | Required | Default | Notes |
|---|---|---|---|---|
ID | uint16 | Conditional | - | Required for console spawning; omit for economy-only items |
GUID | uint128 | Yes | - | 32-char hex, no hyphens; permanent economy identifier |
Type | enum | Yes | - | Must be Key |
Name | string | No | Folder name | Falls back to folder name if absent |
Rarity | enum | No | Common | Controls UI color |
Slot | enum | No | None | Must be None for keys |
Size_X | uint8 | No | 1 | Inventory width |
Size_Y | uint8 | No | 1 | Inventory height |
Size_Z | float | No | Mesh bounds | Basic keys: 0.25; exchange keys: 0.06-0.07 |
Pro | flag | No | Not set | Gold-tier restriction; present on all vanilla keys |
Exchange_With_Target_Item | flag | No | Not set | Enables economy exchange UI |
Bypass_ID_Limit | bool | No | False | Required for ID > 2000 |
Appendix B: External references
- Smartly Dressed Games official modding documentation - Item assets - the authoritative field reference for all item types including key assets.
- Unturned on Steam - the Unturned™ store page and community hub.
- Item Asset Anatomy - the shared field reference that every key asset extends.
- Filter Asset Reference - the previous article in this section.
- Map Asset Reference - the next article in this section.
- Project Folder Structure and GUIDs - GUID generation and folder layout for all item mods.
- Steam Workshop Submission - the publishing workflow for finished mods.
Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2026-07-26 | 57 Studios | Initial publication. Full key asset .dat field reference, economy integration, Pro flag analysis, Exchange_With_Target_Item behavior, vanilla asset survey, worked examples, FAQ, diagnostic tables. |
Appendix H: Key asset reference table summary
The key asset is the most economy-bound item type in the Unturned™ item system. Its fields are minimal: identity fields inherited from ItemAsset, the Pro flag for Gold-tier restriction, and the Exchange_With_Target_Item flag for economy exchange interactions. The class has no unique gameplay fields and is documented as unsuitable for standard in-game use. Modders should reserve the key type for economy-integrated items and use alternative item types for gameplay-focused key-and-lock mechanics.
The three sections that follow (Cross-references, Document history, and Glossary) close out this article with the standard reference-article closing block.
Cross-references
- Filter Asset Reference - the previous article in this section; covers gas mask filter items.
- Map Asset Reference - the next article in this section; covers map, chart, and compass items.
- Item Asset Anatomy - the foundational shared field reference that every item asset extends.
- Smartly Dressed Games modding documentation - official field reference for all Unturned asset types.
- Unturned on Steam - game page and community hub.
What determines whether a key shows the PRO lock icon?
The Pro flag presence in the .dat file determines the PRO lock icon display. When Pro is present, the engine adds the PRO lock overlay to the item's inventory icon for non-PRO players. Gold-tier players see the item without the lock overlay. The lock icon is the primary visual signal that an item is PRO-restricted.
Can I make a key that automatically converts to another item on pickup?
No. The key asset does not have auto-conversion or auto-use fields. Auto-conversion behavior requires a server-side plugin that monitors item pickup events and performs the conversion logic outside the .dat configuration.
What is the practical difference between Size_Z 0.25 and Size_Z 0.06 for key assets?
The Size_Z value controls how the key sits on the ground as a dropped world item. A Size_Z of 0.25 produces a thicker collision box, which prevents the key from clipping through terrain or sinking into surfaces. A Size_Z of 0.06 produces a thinner collision box, which allows the key to sit flatter on surfaces. The choice is purely cosmetic and does not affect gameplay or economy behavior.
Why do economy keys use the Type Key enum instead of a more descriptive type?
The Type Key enum value is inherited from Unturned's early economy implementation, where all economy-tradable items were classified as keys regardless of their specific function. The naming convention persists in the current engine version for backward compatibility. A stat tracker tool and a crate unlock key share the same Type Key classification because the engine treats both as economy exchange items with different effect mappings determined by GUID.
Can a key asset reference a sound or visual effect on exchange?
The key asset .dat does not include fields for exchange effects. Any sound or visual feedback on a successful exchange is handled by the engine's economy system, not by the key's asset definition. The effect mapping is hardcoded and keyed to the key's GUID.
How should I version key assets across mod updates?
Key assets follow the same versioning guidance as all item assets: the GUID is permanent once distributed, the ID should not be changed, and fields like Rarity and Name can be updated without breaking existing references. The key-specific consideration is that the economy system may cache asset definitions, so an economy-distributed key may not immediately reflect .dat changes until the player's economy cache is refreshed.
Is there a limit to how many key assets a mod can define?
There is no hard limit on the number of key assets per mod. Each key asset consumes one GUID and (optionally) one numeric ID from the mod's allocation range. The practical limit is the same as for any item type: the available ID range (1-65535) and the mod project's organizational capacity to maintain unique GUIDs across all assets.
Can a key be both a basic key and an exchange key simultaneously?
No. A key either has Exchange_With_Target_Item (exchange key) or does not (basic key). There is no partial exchange capability. The flag is binary. A key with the flag has the full exchange UI; a key without the flag has no exchange UI.
How do I test a key's economy exchange behavior in single-player?
Testing economy exchange behavior requires an active Steam Economy context, which is not available in offline single-player mode. The key's basic behavior (spawning, inventory display, dropping) can be tested in single-player using @give. The exchange behavior requires a client connected to a server with the economy system enabled.
What happens if I set Exchange_With_Target_Item on a non-key Type?
The Exchange_With_Target_Item flag is specific to the ItemKeyAsset class. Setting it on a different item type (e.g., Type Gun with Exchange_With_Target_Item) would be silently ignored by the parser because the gun asset subclass does not read economy interaction fields. The flag only has meaning on key-type items. The engine will not produce an error; the field is simply not read.
Does the vanilla game ship any non-PRO key assets?
No. Every key asset in the vanilla game at Bundles/Items/Keys/ has the Pro flag set. There are no non-PRO key assets in the vanilla distribution. This means that all vanilla key items are restricted to Gold-tier players. Modders who create key assets for general distribution are establishing a new pattern by omitting Pro.
Can a key asset reference another item by GUID for exchange outcomes?
The ItemKeyAsset .dat fields do not include a target item GUID or outcome item GUID. The exchange behavior is mapped by the engine's economy system using the key's GUID as the lookup key. The outcome of an exchange operation is determined by the economy configuration files, not by the .dat file. Modders cannot define custom exchange outcomes through .dat fields alone. The economy mapping is configured in the game's master economy configuration files, which are not part of the mod's item asset distribution.
Appendix C: Key asset prefab modeling guidance
| Requirement | Details |
|---|---|
| Polygon budget | 300-1500 tris |
| Topology | Simple key or token shape. Keys are small items. |
| Scale | Model at real-world scale. A standard key item is approximately 5-10 cm in its longest dimension. |
| Pivot origin | Center of the key bow (handle end) or the center of the key body, depending on the intended drop appearance. |
| UV layout | 1×1 UV space. Texel density 8-12 texels/cm for a 512×512 texture. |
Appendix D: Key asset texture map requirements
| Texture | Resolution | Notes |
|---|---|---|
| Albedo | 512×512 | Key body color, metallic finish, decorative markings |
| Normal Map | 256×256 | Subtle surface detail |
| Metallic/Roughness | 256×256 | Metal construction indication |
Key textures can be lower resolution than weapon or clothing textures because keys are small inventory items that are rarely the focal point of the player's view.
Appendix E: Key asset modding pitfalls and resolution guide
The following table documents the most common pitfalls that mod authors encounter when working with key assets, categorized by development phase.
| Phase | Pitfall | Symptom | Resolution |
|---|---|---|---|
| Authoring | Missing Pro flag on economy key | Key lacks PRO restriction despite being part of economy system | Add Pro flag to the .dat |
| Authoring | Type Key misspelled or wrong case | Engine fails to instantiate asset; console error logged | Confirm Type Key exactly (case-sensitive) |
| Authoring | GUID reused from another project item | Item registry conflict; unexpected economy behavior | Generate a fresh GUID |
| Testing | Key spawns but shows default name | English.dat missing or Name field absent | Author English.dat or add Name field |
| Testing | Key not appearing in economy UI | Economy system requires server-side configuration | Configure economy integration separately from .dat |
| Testing | Exchange option not visible | Exchange_With_Target_Item not set in .dat | Add the flag to the key's asset definition |
| Distribution | Key loses economy mapping after update | GUID changed between versions | Never change GUID after economy distribution |
| Distribution | Non-PRO players report unusable keys | Expected behavior for PRO-flagged items | Document the PRO restriction in the Workshop description |
| Operation | Key disappears from player inventory | Economy system consumed the key during exchange | Confirm the exchange operation completed; the key is consumed by design |
| Operation | Key shows incorrect rarity color | Rarity field set to unexpected value | Verify the Rarity enum value matches the intended tier |
Appendix F: Key asset .dat authoring template
Copy this template for a new key asset. Delete fields that do not apply.
ID <50000+>
GUID <generated-uuid-no-hyphens>
Type Key
Name <InternalKeyName>
Rarity <Common|Uncommon|Rare|Epic|Legendary>
Slot None
Size_X 1
Size_Y 1
Size_Z <0.25>
Pro
Exchange_With_Target_Item
Bypass_ID_Limit TrueSelect Size_Z 0.25 for basic keys and Size_Z 0.06 for exchange keys. Include Exchange_With_Target_Item only if the key is intended for economy exchange interactions. Include Pro for economy keys following the vanilla precedent.
Appendix G: Vanilla key asset inventory by category
The following table catalogs every vanilla key asset at Bundles/Items/Keys/ grouped by functional category.
| Category | Key assets | Exchange_With_Target_Item | Purpose |
|---|---|---|---|
| Workshop keys | Key_Workshop_00 through Key_Workshop_03 | No | Unlock Workshop crates |
| Base key | Key_0 | No | Core economy key |
| Scrap | Scrap | No | Economy scrap currency |
| Invitation | U4_Invitation | No | Event/access invitation |
| Stat tracker tools | Stat_Tracker_Total_Kills, Stat_Tracker_Player_Kills | Yes | Track player statistics |
| Stat tracker removal | Stat_Tracker_Removal_Tool | Yes | Remove stat tracker from an item |
| Ragdoll effects | Ragdoll_Effect_Zero_Kelvin, Ragdoll_Effect_Rainbow, Ragdoll_Effect_Void, Ragdoll_Effect_Rosegold, Ragdoll_Effect_Jaded, Ragdoll_Effect_SoulCrystal_* | Yes | Apply cosmetic ragdoll effect |
| Ragdoll removal | Ragdoll_Effect_Removal_Tool | Yes | Remove ragdoll effect from an item |
The stat tracker and ragdoll effect categories together form the exchange key family - keys that modify other economy items when consumed. Each category has a dedicated removal tool that reverses the effect, allowing players to reclaim the target item's base state. The removal tools share the same Exchange_With_Target_Item flag and Pro restriction as the application tools.
Glossary
| Term | Definition |
|---|---|
| Basic key | A key asset with the Pro flag only, used for display and trade. |
| Exchange key | A key asset with both Pro and Exchange_With_Target_Item, enabling economy exchange interactions. |
| Steam Economy | The trading and item-exchange system integrated into Unturned through the Steam platform. |
| PRO / Gold | Unturned's premium tier upgrade. PRO items are restricted to Gold-tier players. |
| Exchange | The process of consuming one economy item to modify another. |
| Stat tracker | A tool item that attaches a kill-count or other statistic tracker to an eligible economy item. |
| Ragdoll effect | A cosmetic item that changes the ragdoll appearance when the player is killed. |
| Economy mapping | The engine's internal GUID-to-effect mapping that determines what an exchange key does when consumed. |
