Map Asset Reference
The map asset is the data definition for every navigation item in Unturned™ - maps, charts, compasses, and GPS devices. These items provide the player with additional UI information for as long as they are in the player's inventory. They can neither be held nor equipped; they are passive information items that modify the player's HUD display when carried. A map reveals the terrain layout on the screen; a chart provides a simplified schematic view; a compass provides directional orientation and waypoint management.
This article is the 57 Studios™ canonical reference for the map asset type. It covers every .dat field specific to the ItemMapAsset subclass, the three navigation flags (Enables_Map, Enables_Chart, Enables_Compass), the distinction between the Map and Compass type enums, the passive-inventory behavior that allows map items to function without being equipped, the salvage blueprint pattern found in all vanilla map assets, 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 map subclass and its passive inventory behavior.

Documentation source: This article references the official Smartly Dressed Games modding documentation for field definitions and game behavior, supplemented by analysis of all three vanilla map-type assets at
Bundles/Items/Maps/: the GPS (Enables_Map), the Chart (Enables_Chart), and the Compass (Enables_Compass).
Who this article is for
This article is written for Unturned™ mod authors who are developing navigation items, map-related content, or survival equipment. 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.
How the map item system works
Map-type items in Unturned™ are passive inventory items. Unlike weapons, tools, or clothing, they are not equipped to a hand slot or clothing slot. They are carried in the player's inventory (storage, backpack, or hotbar) and their effect is active as long as they are present. The engine checks the player's inventory at runtime for map-type items. If a qualifying item is found, the corresponding UI element (map overlay, chart display, compass HUD, or waypoint system) is enabled.
As shown in the flowchart above, the engine reads the flag fields on the map asset and enables the corresponding UI elements. The item does not need to be in a specific inventory slot or equipped to any hand position. It must simply be present in the player's inventory.
Passive inventory scanning
Unturned™ scans the player's inventory for map-type items on a continuous or event-driven basis. When the player opens their inventory or when the engine performs a periodic inventory check, it looks for items with Type Map or Type Compass. If a qualifying item is found with the Enables_Map flag, the map overlay is rendered. If multiple map-type items are present, the engine uses the highest-tier navigation item based on a priority order: map overlay takes precedence over chart, and compass is independent of both.
The sequence diagram above shows the inventory scan and UI activation chain. The map and compass systems are independent: a player can have a chart map (chart display enabled) and a separate compass (compass HUD enabled) simultaneously, with both UI elements active from the same inventory.
Map asset subtypes
The vanilla game ships three map asset subtypes, each defined by a different combination of type enum and navigation flag.
GPS / Map (Type Map, Enables_Map)
The GPS item at Bundles/Items/Maps/GPS/GPS.dat provides the full satellite map display. It uses Type Map and the Enables_Map flag.
| Field | Vanilla value |
|---|---|
GUID | 52bc64a1c32b4b45a0c66e98c25dcbf7 |
Type | Map |
ID | 1176 |
Rarity | Epic |
Size_X | 1 |
Size_Y | 1 |
Size_Z | 0.475 |
| Flags | Enables_Map |
| Blueprints | Salvage → Metal Scrap |
English.dat Name | GPS |
English.dat Description | Satellite view of the surrounding area. |
Chart (Type Map, Enables_Chart)
The Chart item at Bundles/Items/Maps/Chart/Chart.dat provides the chart map display - a simplified schematic view without satellite imagery.
| Field | Vanilla value |
|---|---|
GUID | ae907de0d5c14c1086a22c2b95c58a47 |
Type | Map |
ID | 1175 |
Rarity | Uncommon |
Size_X | 1 |
Size_Y | 1 |
Size_Z | 0.475 |
| Flags | Enables_Chart |
| Blueprints | Salvage → Cloth |
English.dat Name | Chart |
English.dat Description | Printed map of the surrounding area. |
Compass (Type Compass, Enables_Compass)
The Compass item at Bundles/Items/Maps/Compass/Compass.dat provides the compass HUD display and waypoint placement capability.
| Field | Vanilla value |
|---|---|
GUID | 58a47bfe40574416bfb40d013928f9cd |
Type | Compass |
ID | 1508 |
Rarity | Epic |
Size_X | 1 |
Size_Y | 1 |
Size_Z | 0.3 |
| Flags | Enables_Compass |
| Blueprints | Salvage → Metal Scrap |
English.dat Name | Compass |
English.dat Description | Check the magnetic direction. |
File and folder structure
A complete map mod requires the following files:
Workshop/Content/304930/<modID>/
├── Bundles/
│ └── <BundleName>.unity3d ← master bundle containing the map/compass prefab
└── Items/
└── MyMap/
├── Asset.dat ← primary configuration (fields documented here)
└── English.dat ← display name and descriptionThe folder structure follows the standard item asset layout. The master bundle contains the 3D model for the map or compass 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 | 50300 | Yes | Numeric item ID. Must be unique across all loaded mods. Use IDs in the 50000+ range to avoid collision. Vanilla map IDs are in the 1100-1500 range. |
GUID | uint128 hex | a1b2c3d4e5f64a7b8c9d0e1f2a3b4c5d | Yes | 128-bit globally unique identifier. Generate a new GUID for every new item. Never reuse GUIDs. |
Type | enum | Map | Yes | Determines the asset subclass. Use Map for map and chart items. Use Compass for compass items. The Type enum value controls which navigation flags the parser expects. |
Name | string | CustomGPS | Yes | Internal name. Used in console commands and cross-reference in other .dat files. |
Rarity | enum | Uncommon | No | Controls the inventory highlight color. Vanilla map assets use Uncommon (Chart) and Epic (GPS, Compass). Values: Common, Uncommon, Rare, Epic, Legendary, Mythical. Defaults to Common. |
Slot | enum | None | No | Map items are not equipped to player slots. They function from inventory. Always use None. |
Size_X | uint8 | 1 | Yes | Width in inventory grid cells. All vanilla map items use 1. |
Size_Y | uint8 | 1 | Yes | Height in inventory grid cells. All vanilla map items use 1. |
Size_Z | float | 0.475 | No | Depth of the world-space collision box when the item is dropped. Vanilla map items use 0.475 (Map, Chart) or 0.3 (Compass). |
Navigation flag fields
The navigation flags are the defining feature of the map asset class. They are flag-type fields - their presence alone enables the corresponding UI element. No explicit True or False value is required after the field name.
| Field | Type | Required | Compatible Type | Purpose |
|---|---|---|---|---|
Enables_Map | flag | Conditional | Map | Provides access to a satellite map display. Shows terrain, water bodies, and player position from an overhead perspective. |
Enables_Chart | flag | Conditional | Map | Provides access to a chart map display. Shows a simplified schematic of the terrain without satellite imagery. Lower fidelity than the full map. |
Enables_Compass | flag | Required for Compass type | Compass, Map | Provides a compass HUD element and the ability to set visible waypoints on the map display. The compass HUD shows cardinal directions and waypoint markers. |
Flag exclusivity on vanilla items
The three navigation flags are mutually exclusive on vanilla items: the GPS has only Enables_Map, the Chart has only Enables_Chart, and the Compass has only Enables_Compass. However, the engine does not enforce exclusivity. A single item can have multiple flags enabled simultaneously, providing a combined navigation experience. A modded GPS unit with both Enables_Map and Enables_Compass would provide both the satellite overlay and the compass HUD from a single inventory item.
Type enum and flag compatibility
The Type field and the navigation flags have a compatibility relationship:
| Type | Compatible flags | Vanilla example |
|---|---|---|
Map | Enables_Map, Enables_Chart | GPS (Map + Enables_Map), Chart (Map + Enables_Chart) |
Compass | Enables_Compass | Compass (Compass + Enables_Compass) |
The Map type is the general-purpose navigation item type. It accepts both the map and chart flags. The Compass type is specifically for compass items and is paired with the Enables_Compass flag. Using Map with Enables_Compass produces a combined map-and-compass item.
As shown in the diagram, Type Map supports two navigation flags (map and chart), while Type Compass supports the compass flag. The compass HUD and waypoint system are paired - enabling the compass enables both the directional display and the waypoint placement interface.
Inventory and physical fields
| Field | Type | Required | Default | Purpose |
|---|---|---|---|---|
Slot | enum | No | None | Must be None for map-type items. They are not equipped; they function from inventory. |
Size_X | uint8 | No | 1 | Inventory grid width. Vanilla maps use 1. |
Size_Y | uint8 | No | 1 | Inventory grid height. Vanilla maps use 1. |
Size_Z | float | No | Mesh bounds | World collision depth when dropped. Vanilla maps use 0.475; compass uses 0.3. |
Blueprint fields
All three vanilla map-type items include salvage blueprints. The GPS and Compass salvage into Metal Scrap; the Chart salvages into Cloth.
| Item | Blueprint output | Output GUID | Effect |
|---|---|---|---|
| GPS | Metal Scrap | 21ede8ebffb14c5580e8c7ad149e335e | Wrench |
| Chart | Cloth | 14901f32cd3240179fd6124324cc27e5 | Rip |
| Compass | Metal Scrap | 21ede8ebffb14c5580e8c7ad149e335e | Wrench |
The blueprint entries follow the standard Blueprints array format:
Blueprints
[
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9"
InputItems this
OutputItems "<output-GUID>"
Effect "<effect-GUID>"
}
]Complete .dat example: custom GPS
The following is a complete .dat for a custom GPS device that provides both satellite map and compass functionality:
ID 50300
GUID f1a2b3c4d5e64a7b8c9d0e1f2a3b4c5f
Type Map
Name CustomGPS
Rarity Epic
Slot None
Size_X 1
Size_Y 1
Size_Z 0.475
Enables_Map
Enables_Compass
Bypass_ID_Limit TrueCompanion English.dat:
Name Tactical GPS
Description Advanced GPS unit providing satellite terrain view and compass orientation. Functions from inventory.Complete .dat example: custom chart
The following is a complete .dat for a custom chart map that provides only the schematic chart display:
ID 50301
GUID b2c3d4e5f6a74a8b9c0d1e2f3a4b5c6f
Type Map
Name CustomChart
Rarity Uncommon
Slot None
Size_X 1
Size_Y 1
Size_Z 0.475
Enables_Chart
Bypass_ID_Limit TrueCompanion English.dat:
Name Hand-Drawn Chart
Description A hand-drawn chart of the local terrain. Low resolution but better than navigating blind.Complete .dat example: custom compass
The following is a complete .dat for a custom compass item:
ID 50302
GUID c3d4e5f6a7b84a9b0c1d2e3f4a5b6c7f
Type Compass
Name CustomCompass
Rarity Common
Slot None
Size_X 1
Size_Y 1
Size_Z 0.3
Enables_Compass
Bypass_ID_Limit TrueCompanion English.dat:
Name Pocket Compass
Description Simple magnetic compass. Provides directional orientation and waypoint marking from inventory.Map asset passive behavior in detail
No equip requirement
The defining feature of map-type items is that they function from inventory without being equipped. The player does not need to hold the map in a hand slot or place it in a clothing slot. The item can be stored in the backpack, the hotbar, or any other inventory container. As long as it is present in the player's inventory, the corresponding navigation UI is active.
Multiple map items in inventory
If the player carries multiple map-type items with different navigation flags, all matching UI elements are enabled simultaneously. A player carrying both a GPS (Enables_Map) and a compass (Enables_Compass) sees both the satellite map overlay and the compass HUD. The engine does not restrict the player to one navigation item at a time.
Map priority when multiple items provide the same flag
If the player carries two items that both provide Enables_Map, the engine uses the map overlay from the first qualifying item found during the inventory scan. The scan order is not documented, and the cohort recommendation is to avoid authoring scenarios where the player would carry duplicate navigation items with the same flag.
Waypoint system dependency on compass
The waypoint system (placing visible markers on the map display) is tied to the Enables_Compass flag. An item must have Enables_Compass for the player to set waypoints, even if the player has a map overlay from a separate item. A GPS that provides only Enables_Map does not enable waypoint placement. A combined GPS with both Enables_Map and Enables_Compass provides both the map overlay and waypoint management.
Visualizations
Visualization 1: map asset class hierarchy
ItemAsset (base class)
│
└── ItemMapAsset
│
├── Type Map
│ ├── Enables_Map (GPS / satellite view)
│ └── Enables_Chart (Chart / schematic view)
│
└── Type Compass
└── Enables_Compass (Compass HUD + waypoints)Visualization 2: vanilla map asset field comparison
Field GPS (ID 1176) Chart (ID 1175) Compass (ID 1508)
───── ───────────── ─────────────── ─────────────────
Type Map Map Compass
Rarity Epic Uncommon Epic
Size_X 1 1 1
Size_Y 1 1 1
Size_Z 0.475 0.475 0.3
Enables_Map ✓ ✗ ✗
Enables_Chart ✗ ✓ ✗
Enables_Compass ✗ ✗ ✓
Blueprint output Metal Scrap Cloth Metal ScrapVisualization 3: map item inventory footprint
Map/Chart/Compass inventory grid footprint:
Standard map item (Size_X 1, Size_Y 1):
┌─┐
│█│
└─┘
All vanilla map-type items use the same 1×1 footprint.
Size_Z differs between types but only affects the
world-space collision box when dropped.Visualization 4: navigation UI element activation matrix
Item configuration Satellite map Chart map Compass HUD Waypoints
────────────────────────────── ────────────── ────────── ──────────── ─────────
Type Map + Enables_Map ✓ ✗ ✗ ✗
Type Map + Enables_Chart ✗ ✓ ✗ ✗
Type Compass + Enables_Compass ✗ ✗ ✓ ✓
Type Map + Enables_Map + Enables_Compass ✓ ✗ ✓ ✓
Type Map + Enables_Chart + Enables_Compass ✗ ✓ ✓ ✓
Multiple items (GPS + Compass) ✓ ✗ ✓ ✓
No map-type item in inventory ✗ ✗ ✗ ✗Visualization 5: map passive inventory scan cycle
Inventory scan event occurs
│
▼
Scan all items in player inventory
│
▼
For each item: check Type field
│
┌────┴────────────────────────────────────────┐
│ Type is Map or Compass? │
│ Yes → check navigation flags │
│ No → skip item │
└────┬────────────────────────────────────────┘
│ Yes
▼
For each flag found, enable corresponding UI:
│
┌────┴────────────────────────────────────────┐
│ Enables_Map found → Activate map overlay │
│ Enables_Chart found → Activate chart view │
│ Enables_Compass found→ Activate compass HUD │
└────┬────────────────────────────────────────┘
│
▼
UI updated for current sessionField authoring checklist for map assets
- [ ]
Type MaporType Compassis correct for the intended navigation function. - [ ] At least one navigation flag is present:
Enables_Map,Enables_Chart, orEnables_Compass. - [ ]
Slot Noneis set (map items function from inventory, not from an equip slot). - [ ]
IDis in the 50000+ range and unique within the mod project. - [ ]
GUIDwas generated fresh for this asset. - [ ]
Rarityreflects the navigation tier: chart maps are lower rarity than full GPS units. - [ ]
Size_X 1andSize_Y 1match the standard map footprint. - [ ]
English.datis authored in the same folder withNameandDescription. - [ ] The master bundle contains the map or compass prefab.
- [ ]
Bypass_ID_Limit Trueis present for IDs above 2000. - [ ] Tested in-game: confirm the navigation UI element activates when the item is in inventory and deactivates when the item is removed.
Diagnostic table
| Symptom | Most likely cause | Resolution |
|---|---|---|
| Map overlay does not appear when item is in inventory | Navigation flag missing from .dat | Add Enables_Map, Enables_Chart, or Enables_Compass as appropriate |
| Chart shows no terrain detail | Enables_Chart is the chart flag - it provides schematic view only | Switch to Enables_Map for satellite imagery |
| Compass HUD not visible | Enables_Compass missing or Type Compass not set | Verify both Type Compass and Enables_Compass are present |
| Cannot place waypoints | Enables_Compass not present on any item in inventory | Add Enables_Compass to the map or carry a separate compass item |
| Map overlay appears but is blank | Map rendering issue specific to the current game version | Verify the item's GUID does not conflict; test with a fresh item |
| Item invisible when dropped | Prefab name mismatch | Confirm prefab name in bundle matches Name or Item field |
Item does not appear after @give | ID conflict or Bypass_ID_Limit missing | Confirm unique ID and add Bypass_ID_Limit True |
| Wrong name displayed in inventory | English.dat missing or incorrect | Author or correct English.dat in the same folder |
| Navigation UI toggles on and off rapidly | Two map-type items with conflicting flags in inventory | Remove duplicate items; carry only one navigation item per flag |
| Item shows in inventory but has no effect | Slot set to an equip slot instead of None | Change Slot None |
Best practices
- Always include at least one navigation flag. A map asset with
Type Mapbut no navigation flag is a functional item that provides no benefit to the player. - Match
Rarityto navigation utility: chart maps areUncommonin the vanilla set, GPS units and compasses areEpic. The rarity signals the item's value to the player and should reflect the navigation advantage it provides. - Use
Enables_Compassonly when waypoint management is intended. The compass flag activates both the HUD indicator and the waypoint system. If the item is intended to provide only directional orientation, the waypoint system is an unavoidable side effect. - Combine flags for premium navigation items. A high-end GPS unit with both
Enables_MapandEnables_Compassis a compelling endgame loot item that replaces the need for separate map and compass items. - Consider the survival-balance impact of map items. A GPS that is too easy to find trivializes terrain navigation on complex maps. The cohort recommendation is to gate high-end navigation items behind high rarity values or specific loot table buckets.
- Test navigation items on the target map. Map rendering quality and chart detail vary by map. An item that provides useful navigation on one map may be less effective on another depending on the map's terrain data and the chart rendering system.
Frequently asked questions
What is the difference between Type Map and Type Compass?
Type Map is the general-purpose navigation item type that supports both the Enables_Map (satellite) and Enables_Chart (schematic) flags. Type Compass is a separate type that supports the Enables_Compass flag and provides the compass HUD and waypoint system. Using Type Map with Enables_Compass produces a combined map-compass item that functions identically to carrying separate map and compass items.
Can a map asset provide both satellite and chart views?
Yes. A single item with both Enables_Map and Enables_Chart provides both navigation views. The vanilla items do not combine these flags, but the engine supports the combination. The player would be able to switch between satellite and chart views from a single item.
Do map assets need a prefab in the master bundle?
Yes. The map asset requires a prefab in the master bundle for the in-game model - the model shown when the item is in inventory and when dropped on the ground. The prefab is a flat rectangular mesh for maps and charts, or a small circular mesh for compasses. A missing prefab causes the item to be invisible in inventory and when dropped.
Can a player have multiple map-type items with the same flag?
Yes, but the engine uses only the first qualifying item found during the inventory scan for each flag. Carrying two GPS units (both with Enables_Map) does not provide any additional benefit over carrying one. The cohort recommendation is to avoid scenarios where the player would carry duplicate navigation items.
Do map items work in vehicles?
Yes. Map items function from inventory regardless of the player's current state. The navigation UI remains active while the player is driving, piloting, or riding as a passenger. The map overlay updates with the vehicle's position.
Can a map asset be equipped to a hand slot?
The Slot field on map items is set to None in all vanilla items, and the items function from inventory without being equipped. Setting Slot Primary or another equip slot on a map item would allow the item to be equipped but would not improve its navigation function. The cohort recommendation is to keep Slot None for all map-type items.
What happens if Enables_Compass is set on a Type Map without any map flag?
The item provides the compass HUD and waypoint system but no map overlay. This is a valid configuration - a compass-only item that uses Type Map with Enables_Compass functions identically to a Type Compass item. The choice between Type Map and Type Compass for a compass-only item is stylistic; the behavior is the same.
Can I make a map that decays or has limited uses?
Map items do not have native limited-use or decay mechanics. The vanilla map assets do not include Allow_Damage or Durability fields. If a mod design requires navigational items with limited duration, the limitation must be implemented through a server-side plugin that removes the item from the player's inventory after a configurable duration.
Do multiple compass items stack waypoint capacity?
No. The waypoint system's capacity is fixed. Carrying multiple compass-type items does not increase the number of waypoints the player can place. The system allows a single waypoint at a time in the vanilla configuration.
What inventory size should a map item use?
The vanilla map and compass items all use Size_X 1, Size_Y 1. This is the standard footprint for all map-type items. A larger footprint would be appropriate only for specialty navigation items that the mod designer intentionally makes bulky as a balance trade-off.
Can a map item have an active use (left-click behavior)?
Map items do not have an active use behavior in the vanilla configuration. They are passive information items. Setting a Useable field on a map item would override the passive navigation behavior. The cohort recommendation is to leave the Useable field unset for standard map and compass items.
How do I localize the map's display name?
Create an English.dat file in the same folder as the item's primary .dat. The format is the same as for any other item type:
Name Tactical GPS
Description High-resolution GPS unit with satellite terrain overlay and compass. Passive navigation aid.Additional localization files (French.dat, German.dat, etc.) follow the same pattern. The navigation flag fields are not localized - they are boolean flags that enable engine-side UI elements, not text strings.
Is there a way to prevent a map from showing the player's position?
The map overlay in the vanilla engine always shows the player's position relative to the terrain. There is no field in the map asset .dat to disable the position marker. If a mod design requires a map that shows terrain without revealing the player's location, the modification must be implemented through a server-side plugin or a custom UI override.
Can a compass work underwater?
The compass HUD and waypoint system function regardless of the player's environment. There is no underwater restriction on compass-type items. The compass remains active when the player is swimming or submerged.
Advanced considerations
Map prefab modeling guidance
| Requirement | Details |
|---|---|
| Polygon budget | 300-1000 tris for a handheld map, 200-500 tris for a compass |
| Topology | Flat rectangular mesh for maps and charts; flat circular mesh for compasses |
| Scale | Model at real-world scale. A folded map is approximately 15×10 cm. A compass is approximately 5-8 cm in diameter. |
| Pivot origin | Center of the mesh for balanced dropping appearance |
| UV layout | 1×1 UV space. Texel density 10-15 texels/cm for a 512×512 texture |
Map texture map requirements
| Texture | Resolution | Notes |
|---|---|---|
| Albedo | 512×512 | Map surface texture, paper or device appearance |
| Normal Map | 256×256 | Surface detail for paper texture or device casing |
| Metallic/Roughness | 256×256 | Indicates paper (rough) or device (smooth) construction |
Map textures should be authored at sufficient resolution to show legible text or markings on the map surface, as the item model is visible in the inventory preview.
Navigation item balance across survival scenarios
| Item type | Suggested Rarity | Suggested loot context | Gameplay impact |
|---|---|---|---|
| Hand-drawn chart | Common | Early-game loot, craftable from paper | Basic orientation on the map |
| Pocket compass | Uncommon | General loot, camping supply | Directional awareness and waypoints |
| Folded map | Uncommon | Library, office, residential loot | Terrain awareness without satellite detail |
| GPS unit | Epic | Military, high-tech, bunker loot | Full terrain awareness with satellite view |
| Military GPS | Legendary | Endgame bunker, rare loot | Combined map and compass from one item |
The rarity tiers above reflect the cohort recommendation for balanced progression. Higher-tier navigation items should be gated behind appropriate loot table containers and should not appear in early-game loot pools.
Combined navigation items in modded maps
Modded maps that feature complex terrain, underground networks, or multi-level structures benefit from combined navigation items that provide both map overlay and compass functionality in a single slot. The combined configuration (Type Map + Enables_Map + Enables_Compass) reduces inventory pressure while providing complete navigation capability, which is particularly valuable on large or exploration-focused maps.
Appendix A: Map asset .dat field quick reference
| Field | Type | Required | Default | Notes |
|---|---|---|---|---|
ID | uint16 | Yes | - | Unique identifier; 50000+ recommended |
GUID | uint128 | Yes | - | 32-char hex, no hyphens |
Type | enum | Yes | - | Map or Compass |
Name | string | Yes | - | Internal name; console command key |
Rarity | enum | No | Common | Controls UI color |
Slot | enum | No | None | Must be None for passive navigation items |
Size_X | uint8 | No | 1 | Inventory width |
Size_Y | uint8 | No | 1 | Inventory height |
Size_Z | float | No | Mesh bounds | Maps: 0.475; Compass: 0.3 |
Enables_Map | flag | Conditional | Not set | Enables satellite map UI |
Enables_Chart | flag | Conditional | Not set | Enables chart map UI |
Enables_Compass | flag | Conditional | Not set | Enables compass HUD + waypoints |
Bypass_ID_Limit | bool | No | False | Required for ID > 2000 |
Appendix B: Map asset authoring template
Copy this template for a new map asset. Delete fields that do not apply.
ID <50000+>
GUID <generated-uuid-no-hyphens>
Type <Map|Compass>
Name <InternalMapName>
Rarity <Common|Uncommon|Rare|Epic|Legendary>
Slot None
Size_X 1
Size_Y 1
Size_Z <0.475>
Enables_Map
Enables_Compass
Bypass_ID_Limit TrueSelect Type Map for map and chart items; select Type Compass for compass-only items. Include Enables_Map for satellite terrain view, Enables_Chart for schematic terrain view, and Enables_Compass for compass HUD and waypoint management. Combine flags for premium combined-navigation items.
Appendix C: Vanilla map asset field values reference
| Field | GPS (ID 1176) | Chart (ID 1175) | Compass (ID 1508) |
|---|---|---|---|
GUID | 52bc64a1c32b4b45a0c66e98c25dcbf7 | ae907de0d5c14c1086a22c2b95c58a47 | 58a47bfe40574416bfb40d013928f9cd |
Type | Map | Map | Compass |
Rarity | Epic | Uncommon | Epic |
ID | 1176 | 1175 | 1508 |
Size_X | 1 | 1 | 1 |
Size_Y | 1 | 1 | 1 |
Size_Z | 0.475 | 0.475 | 0.3 |
| Navigation flag | Enables_Map | Enables_Chart | Enables_Compass |
| Salvage output | Metal Scrap | Cloth | Metal Scrap |
| English.dat Name | GPS | Chart | Compass |
| English.dat Description | Satellite view of the surrounding area. | Printed map of the surrounding area. | Check the magnetic direction. |
Appendix D: External references
- Smartly Dressed Games official modding documentation - Item assets - the authoritative field reference for all item types including map assets.
- Unturned on Steam - the Unturned™ store page and community hub.
- Item Asset Anatomy - the shared field reference that every map asset extends.
- Key Asset Reference - the previous article in this section.
- Library Asset Reference - the next article in this section.
- Project Folder Structure and GUIDs - GUID generation and folder layout for all item mods.
- Master Bundle Export - the Unity bundling workflow used to package map and compass prefabs.
- 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 map asset .dat field reference, navigation flag documentation, subtype analysis, passive inventory behavior, worked examples, FAQ, diagnostic tables. |
Cross-references
- Key Asset Reference - the previous article in this section; covers economy key items.
- Library Asset Reference - the next article in this section.
- 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.
Glossary
| Term | Definition |
|---|---|
| Map overlay | The satellite terrain view rendered on the player's screen when an item with Enables_Map is in inventory. |
| Chart display | The schematic terrain view rendered when an item with Enables_Chart is in inventory. Lower fidelity than the map overlay. |
| Compass HUD | The directional indicator shown on the player's screen when an item with Enables_Compass is in inventory. |
| Waypoint | A user-placed marker on the map or compass display that indicates a location of interest. |
| Passive inventory item | An item that provides its effect simply by being present in the player's inventory, without requiring equip or use. |
| Navigation flag | A boolean field on the map asset that enables a specific UI navigation element. |
| Salvage blueprint | A crafting recipe that converts the item into a base material. Present on all vanilla map-type items. |
