HELIX 3 Docs
Platform API

Inventory & Items

Universal items that work across worlds and runtimes, and the four-tier execution model that decides what the client may do and what the server must own.

Items in HELIX are universal: an item a player owns exists across worlds and renders on every runtime (each item ships per-runtime renditions — e.g. a web GLB and an Unreal static mesh). Helix.inventory is how a world reads and uses what a player owns.

Reading inventory

Prop

Type

if (await Helix.inventory.hasItem('vip_hat_001')) {
  await Helix.inventory.equipItem('vip_hat_001');
}

Execution tiers

The most important thing to understand about items is who is allowed to run their logic. Every item declares a tier:

Prop

Type

The golden rule, restated

If it affects inventory, currency, or ownership, the server is authoritative. If it only affects visuals or local gameplay, the client can be trusted. Tier 3 logic runs on the server, full stop.

Consuming an item (Tier 3)

Consumption is server-authoritative and idempotent — a retried network call can't double-spend:

// server-side (HelixServer / HelixInstance context)
const result = await Helix.inventory.consumeItem({
  itemId: 'health_potion_001',
  quantity: 1,
  idempotencyKey: requestId,
});
// result.mintResults describes any items/currency atomically granted in return

Item lifecycle hooks

Interactive items implement lifecycle hooks the runtime calls for you:

onEquip, onUnequip, onPlace, onRemove, onInteract, onUpdate, onStateChanged

Reference

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