Cross-World Item Inventory
ᴿᴬᴵᴺ
Something I've wanted to see for a long time is a cross-world item inventory. The idea is simple-in theory: the ability to bring an object—an apple, for example—from World A to World B and later show it off to friends.
We've all explored cool worlds while world-hopping and wished we could share them in a more tangible way. Why not take that further with an account-bound inventory system? A set number of inventory slots could allow players to collect mementos and titles gathered across our journeys in the vast space of VRChat.
As of writing this post I'm sitting in a world where you generate titles purely based on luck. I find this fun and would love to be able to show off one of these titles anywhere, maybe in a late-night Black Cat session. Someone else might love fantasy worlds and spend hours claiming a magical sword, but it's only usable in that world. What if they could store it in their inventory and show it off later? Imagine saying, "Hey guys, I finally got Excalibur!" A system like this would give world exploration more meaning, letting us bring something back to our usual hangouts and share our achievements.
I'm not a coder or developer, but I've thought about how this could work. Here's my take:
World Sync
Since all VRChat content is user-generated, meaning players create, upload, and maintain the worlds, a new component would be needed—let’s call it VRC Inventory Sync (maybe already exist I don't know). Similar to VRC Object Sync, this would allow world creators to mark certain objects as inventory items.
How Would Players Add Items?
When you hover over an object, VRChat already displays a label chosen by the creator, like "Apple." With VRC Inventory Sync, another line could appear beneath it, saying, "Hold Trigger to add to inventory."
However, not everything should be collectible. There would need to be limits, so someone can’t just add a mountain to their inventory. (More on that in the player inventory section.)
Player Inventory
At first, I thought the inventory could sit on the avatar you're wearing. But that would create issues if you switch avatars, not to mention the mess of code VRChat would have to manage and us players when we re-upload our avatars. If the inventory were attached to avatars. VRChat would also need to track avatar IDs constantly, which players wouldn't like.
The better solution: store the inventory on the player’s account ID instead of the avatar ID. This keeps things simple and ensures players always have access to their inventory, no matter which avatar they use.
Preventing Abuse (Like Carrying a Mountain)
What happens if a creator adds VRC Inventory Sync to something huge, like a tree, a house, or a mountain? If players could bring these objects into small indoor worlds, it would be a problem.
To prevent this, a universal scaling function could be built into either VRC Inventory Sync or the inventory system itself. If ImEvilMountainSmurf tries to bring a mountain into a tiny room, they’d be surprised to find it’s no bigger than their avatar.
The inventory could have a set number of slots and would achieve 2 things:
3 slots for non-VRC+ users
5 slots for VRC+ subscribers
This would make collected items feel meaningful while also giving VRChat a potential monetization option. Players who already subscribe to VRC+ would get the benefit of carrying extra items.
I’d love to hear feedback, though I don’t think this idea is entirely mine. I also skimmed the forums in search for similar topics before posting this.
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