Filter Asset Reference
The filter asset is the data definition for every gas mask filter in Unturned™ - the consumable cartridge that attaches to a gas mask and provides protection against radiation and environmental hazards. Filters are a companion item to the mask asset class. A gas mask without a filter provides no protection; the filter is the consumable element that degrades with exposure and must be replaced when depleted. Every gas mask mod that includes environmental protection mechanics requires a paired filter asset.
This article is the 57 Studios™ canonical reference for the filter asset type. It covers every .dat field specific to the filter asset subclass, the mask-filter compatibility mechanism, durability and protection integration, the salvage blueprint pattern found in all vanilla filter assets, the filter asset's relationship to the ItemMaskAsset class, 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 filter subclass and its gameplay behavior.

Documentation source: This article references the official Smartly Dressed Games modding documentation for field definitions and game behavior, supplemented by analysis of the vanilla filter asset in
Bundles/Items/Filters/Filter/Filter.dat. The filter asset class has no documented unique asset properties beyond the item asset parent class, which means all field behavior is determined by the engine's reading of theUseable Filteruseable assignment and the item's associated useable script.
Who this article is for
This article is written for Unturned™ mod authors who are developing gas mask items or environmental protection equipment. Readers should have completed at least one item mod of another type and should be familiar with the master bundle pipeline, the .dat authoring workflow, and the item asset shared field set documented in Item Asset Anatomy. If you are new to Unturned™ modding, start with Project Folder Structure and GUIDs and How to Install Notepad++ before returning here. The companion article for the mask asset (which the filter attaches to) is the Clothing Asset, specifically the mask subclass documentation.
How the gas mask filter system works
The filter system in Unturned™ is a two-part equipment chain comprising a gas mask (a mask-type clothing item) and a filter (a separate item asset of Type Filter). The gas mask provides an attachment slot for the filter, and the filter provides the radiation protection value that determines how much environmental damage is mitigated. The gas mask itself has no radiation protection without a filter installed.
As shown in the flowchart above, the gas mask is the host item and the filter is the consumable cartridge. The gas mask remains usable indefinitely; the filter is consumed over time and must be replaced. This two-component design allows modders to create multiple filter tiers (standard, high-grade, military-grade) that share the same gas mask base.
The Useable Filter assignment on the filter asset tells the engine that this item is a filter-type useable. When the player equips a gas mask with an empty filter slot and has a filter item in inventory, the engine allows the filter to be installed into the mask. Once installed, the filter begins degrading based on the player's exposure to radiation zones. When the filter's internal durability reaches zero, the filter stops providing protection and the player must install a fresh filter.
Radiation exposure model
Unturned™ maps can define radiation zones - areas of the map where the player takes damage over time from environmental radiation. When the player enters a radiation zone, the engine checks whether the player has a gas mask equipped with an active filter. If a valid filter is present, the filter's durability degrades at a rate determined by the radiation zone's intensity and the filter's protection value. The player takes reduced or zero radiation damage as long as the filter has remaining durability. When the filter is depleted, the player begins taking full radiation damage.
The sequence above shows the continuous exposure loop. The filter's durability is consumed in proportion to exposure time and radiation zone intensity. A higher protection value on the filter blocks more radiation but does not necessarily extend filter life - durability consumption and protection level are separate mechanics.
Filter asset subtypes
The filter asset class does not have documented subclass distinctions in the official SDG documentation. The vanilla game ships a single filter variant (Filter.dat at Bundles/Items/Filters/Filter/), and the ItemFilterAsset class inherits directly from ItemAsset without adding unique asset properties beyond the Useable Filter assignment. In practice, modders create multiple filter tiers (standard, extended-life, military-grade) by varying the durability and wear values inherited from the parent item asset class.
| Filter tier | Typical durability | Relative protection | Use case |
|---|---|---|---|
| Standard filter | 100-150 | 1.0× baseline | General-purpose radiation zone navigation |
| Extended-life filter | 200-300 | 0.8× baseline | Long-duration exploration in irradiated areas |
| Military-grade filter | 150-200 | 1.5× baseline | High-intensity radiation zones |
| Makeshift filter | 50-75 | 0.5× baseline | Early-game survival; craftable from common materials |
All four subtypes use the same .dat field structure. The difference is in the Durability and Wear values inherited from the parent item asset class, which control how long the filter lasts under exposure.
File and folder structure
A complete filter mod requires the following files:
Workshop/Content/304930/<modID>/
├── Bundles/
│ └── <BundleName>.unity3d ← master bundle containing the filter prefab
└── Items/
└── MyFilter/
├── Asset.dat ← primary configuration (fields documented here)
└── English.dat ← display name and descriptionThe folder structure follows the same pattern as every item asset. The folder name, the Asset.dat location, and the English.dat location are the standard item asset layout. The master bundle contains the 3D model prefab for the filter cartridge as it appears in the inventory, when dropped on the ground, and when installed in a gas mask.
Vanilla filter file structure reference
The vanilla filter asset at Bundles/Items/Filters/Filter/ provides the reference layout:
Filters/Filter/
├── Filter.dat ← ID 1271, Type Filter, Useable Filter
└── English.dat ← "Name Filter" / "Description Filters out radiation when attached to a gasmask."Vanilla filter ID
The vanilla filter uses ID 1271, GUID eab00b33df75416b8ff60c21b48e1111, and Rarity Rare. It is the only filter asset in the vanilla game. Modders creating custom filters should use IDs in the 50000+ range to avoid collision.
Complete .dat field reference
Identity fields
Every filter asset requires an identity block. These fields identify the item to the engine and to other mod files that reference it.
| Field | Type | Example | Required | Purpose |
|---|---|---|---|---|
ID | uint16 | 50100 | Yes | Numeric item ID. Must be unique across all loaded mods. Use IDs in the 50000+ range to avoid collision with vanilla and established community mods. The vanilla filter uses ID 1271. |
GUID | uint128 hex | a1b2c3d4e5f64a7b8c9d0e1f2a3b4c5d | Yes | 128-bit globally unique identifier. Generate a new GUID for every new item. Never reuse GUIDs. |
Type | enum | Filter | Yes | Must be Filter for filter assets. This is the field that tells the parser to instantiate ItemFilterAsset. |
Useable | enum | Filter | Yes | Must be Filter for filter assets. This field tells the engine which useable script to attach at runtime. Setting Useable Filter is required for the item to function as a gas mask filter. |
Name | string | MilitaryFilter | Yes | Internal name. Used in console commands and cross-reference in other .dat files. |
Rarity | enum | Rare | No | Controls the inventory highlight color. The vanilla filter uses Rare. Values: Common, Uncommon, Rare, Epic, Legendary, Mythical. Defaults to Common. |
Slot | enum | None | No | Filters are not equipped directly to a player slot. They are installed into a gas mask's filter slot. Always use None for filter assets. |
Size_X | uint8 | 1 | Yes | Width in inventory grid cells. The vanilla filter uses 1. |
Size_Y | uint8 | 1 | Yes | Height in inventory grid cells. The vanilla filter uses 1. |
Size_Z | float | 0.225 | No | Depth of the world-space collision box when the item is dropped. The vanilla filter uses 0.225. |
Bypass_ID_Limit | bool | True | No | Required for IDs above 2000 in the legacy parser. Always set True for Workshop mods with IDs above 2000. |
Pro | bool | False | No | If True, restricts the item to Gold/PRO-tier players. The cohort recommendation is to leave False for Workshop mods. |
GUID generation for filter assets
Generate a fresh GUID for every filter asset using an online UUID v4 generator or the PowerShell command [guid]::NewGuid().ToString("N"). Remove the hyphens before pasting into the .dat file. Reusing a GUID from any other item - even a different type - causes assets to overwrite each other at load time.
Durability and wear fields
The filter asset does not have unique filter-specific durability fields in the official SDG documentation. However, the parent ItemAsset class provides the durability system that filters use to track their remaining useful life. The filter's effective lifetime is governed by the durability and wear fields inherited from the base item asset class.
| Field | Type | Default | Example | Purpose |
|---|---|---|---|---|
Allow_Damage | bool | True (filter-appropriate) | True | Must be True for filter assets. A filter that does not allow damage cannot degrade, which defeats the consumable design. |
Durability | float | 100 | 200 | The total durability of the filter. Higher values produce longer-lasting filters. The durability is consumed in proportion to exposure time in radiation zones. |
Wear | float | 0 | 0.1 | The rate at which durability is consumed per exposure tick. A wear value of 0.1 means each exposure tick consumes 10% of the base durability increment. |
Should_Delete_At_Zero | bool | True | True | Should be True for filter assets. When the filter's durability reaches zero, it is destroyed and removed from the mask's filter slot. |
Durability and mask quality are separate systems
The filter's durability (fields Durability, Wear) is tracked independently from the gas mask's own quality system. A gas mask's Quality field (on the clothing asset) controls the mask's own degradation from use and damage. The filter's durability controls the remaining life of the consumable cartridge. These are two independent numeric tracks: the mask can be in perfect condition while the filter is depleted, and vice versa. A modder who confuses the two will author a mask that degrades when it should not or a filter that never depletes.
Protection and inventory fields
| Field | Type | Required | Default | Purpose |
|---|---|---|---|---|
Slot | enum | No | None | Filters are always Slot None. They are not equipped to player slots; they are installed into a mask's filter slot. |
Size_X | uint8 | No | 1 | Inventory grid width. The vanilla filter uses 1. |
Size_Y | uint8 | No | 1 | Inventory grid height. The vanilla filter uses 1. |
Size_Z | float | No | Mesh bounds | World collision depth when dropped. Vanilla uses 0.225. |
The filter's protection value is not a direct field on the filter .dat. The SDG documentation explicitly states: "Radiation filters have no unique asset properties. Refer to parent classes for additional properties." The effective protection a filter provides is determined by the engine's interpretation of the filter's Useable script and the durability system inherited from the item asset parent class. In practice, the protection level is a function of the filter's durability pool and the game's radiation zone intensity calculation, which reads the filter's presence as a binary yes-or-no and uses the remaining durability as the duration of protection.
Blueprint fields
The vanilla filter asset includes a salvage blueprint that converts the filter into Metal Scrap. This is not a filter-specific field - it is the standard Blueprints array available to any item asset.
| Field | Type | Example | Purpose |
|---|---|---|---|
Blueprints | array | See below | Lists salvage and crafting recipes associated with this item. |
The vanilla filter's salvage blueprint:
Blueprints
[
{
Name Salvage
CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9"
InputItems this
OutputItems "21ede8ebffb14c5580e8c7ad149e335e"
Effect "84347b13028340b8976033c08675d458"
}
]Blueprint GUIDs
The GUIDs in the blueprint fields reference other asset definitions: InputItems this means the filter itself is consumed as input, OutputItems references the Metal Scrap item by GUID, and Effect references the salvage animation effect. These GUIDs are specific to the vanilla game's asset registry. Mod authors should reference their own items by GUID when authoring custom blueprints for filter assets.
Complete .dat example: military-grade filter
The following is a complete .dat for a military-grade gas mask filter with extended durability:
ID 50100
GUID f1a2b3c4d5e64a7b8c9d0e1f2a3b4c5d
Type Filter
Useable Filter
Name MilitaryFilter
Rarity Rare
Slot None
Size_X 1
Size_Y 1
Size_Z 0.225
Allow_Damage True
Durability 250
Wear 0.05
Should_Delete_At_Zero True
Bypass_ID_Limit TrueCompanion English.dat:
Name Military-Grade Filter
Description High-capacity gas mask filter. Provides extended protection in contaminated environments.Complete .dat example: makeshift filter
The following is a complete .dat for a low-durability makeshift filter suitable for early-game survival scenarios:
ID 50101
GUID b2c3d4e5f6a74a8b9c0d1e2f3a4b5c6d
Type Filter
Useable Filter
Name MakeshiftFilter
Rarity Common
Slot None
Size_X 1
Size_Y 1
Size_Z 0.225
Allow_Damage True
Durability 60
Wear 0.15
Should_Delete_At_Zero True
Bypass_ID_Limit TrueCompanion English.dat:
Name Makeshift Filter
Description A crudely assembled filter cartridge. Offers minimal protection for a short duration.Filter durability and protection mechanics in practice
The filter's durability is consumed continuously while the player is inside a radiation zone. The consumption rate is a function of the radiation zone's intensity (defined in the map's level data) and the filter's Wear value. The engine does not expose a direct protection percentage field on the filter asset; instead, the filter's presence is a binary gate - if a filter with remaining durability is installed, the player receives protection according to the mask's radiation protection configuration.
Filter lifetime calculation
The approximate lifetime of a filter in a radiation zone can be calculated from the Durability and Wear fields:
Effective ticks = Durability / WearA filter with Durability 250 and Wear 0.05 lasts approximately 5000 exposure ticks before depletion. The actual in-game duration depends on the radiation zone's tick rate, which is set in the map's configuration.
Filter durability and mask quality interaction
The filter's Allow_Damage, Durability, Wear, and Should_Delete_At_Zero fields operate independently from the gas mask's own Quality and Armor fields. A high-quality gas mask does not extend filter life. A depleted filter does not reduce the mask's quality. The two systems share the same underlying durability mechanics (the ItemAsset durability fields) but are tracked as separate instances with separate pools.
The state diagram above shows the filter's lifecycle. The filter is active when installed with remaining durability. It depletes only while the player is inside a radiation zone. Leaving the zone pauses depletion. When durability reaches zero, the filter is destroyed.
Filter asset modding considerations
Multiple filter tiers for a single mask
A common modding pattern is to create multiple filter assets (standard, extended, military-grade) that all fit the same gas mask. Because the filter's compatibility with a mask is determined by the mask's Type field filter-acceptance logic (not by a caliber-style ID match), any filter can be installed into any gas mask that has a filter slot. The differentiation between filter tiers is achieved entirely through Durability, Wear, and Rarity values.
Filter balancing recommendations
The cohort recommendation for filter balance across survival gameplay contexts:
| Filter type | Durability | Wear | Rarity | Expected zone duration |
|---|---|---|---|---|
| Makeshift | 60 | 0.20 | Common | Short excursions only |
| Standard | 150 | 0.10 | Uncommon | Moderate exploration |
| Extended-life | 300 | 0.05 | Rare | Extended expeditions |
| Military-grade | 250 | 0.04 | Rare | High-intensity zones |
| Prototype | 400 | 0.02 | Epic | Endgame exploration |
These values produce filters that last from approximately 300 ticks (makeshift) to 20,000 ticks (prototype) in a standard radiation zone. Modders should tune based on their map's radiation zone configuration and the expected survival difficulty.
Filters on roleplay servers
On roleplay (RP) servers such as the 57 Studios™ server network, filter assets serve purposes beyond radiation protection. A filter item might function as a crafting component in a chemical or industrial roleplay economy, a quest item required to access a contaminated storyline area, or a trade good with variable value based on remaining durability. The filter .dat fields do not change for these alternative uses - the same field set applies, and the alternative behavior is enforced through server-side plugin configuration rather than through the .dat file.
Visualizations
Visualization 1: filter asset field parse decision tree
Filter Asset.dat
│
▼
Read Type = Filter
│
▼
Instantiate ItemFilterAsset
│
▼
Read Useable = Filter
│
▼
Read shared ItemAsset fields
(ID, GUID, Name, Rarity, Slot, Size)
│
▼
Read durability fields
(Allow_Damage, Durability, Wear, Should_Delete_At_Zero)
│
▼
Asset registered in item registryVisualization 2: filter and mask equipment relationship
┌─────────────────────────────────────────────────────────────┐
│ Gas mask and filter - equipment relationship │
│ │
│ Player inventory │
│ ┌───────────────────────────────────────────────────┐ │
│ │ Mask slot │ │
│ │ ┌──────────────────────────────────────────┐ │ │
│ │ │ Gas Mask (Type Mask, Slot Mask) │ │ │
│ │ │ ┌────────────────────────────────────┐ │ │ │
│ │ │ │ Filter slot │ │ │ │
│ │ │ │ ┌─────────────────────────────┐ │ │ │ │
│ │ │ │ │ Filter (Type Filter, │ │ │ │ │
│ │ │ │ │ Useable Filter) │ │ │ │ │
│ │ │ │ │ Durability: 250/250 │ │ │ │ │
│ │ │ │ └─────────────────────────────┘ │ │ │ │
│ │ │ └────────────────────────────────────┘ │ │ │
│ │ └──────────────────────────────────────────┘ │ │
│ └───────────────────────────────────────────────────┘ │
│ │
│ The filter occupies an internal slot within the mask. │
│ The mask occupies the player's Mask slot. │
│ The filter is not directly in the player's inventory │
│ while installed (it is stored in the mask's internal │
│ filter slot). │
└─────────────────────────────────────────────────────────────┘Visualization 3: filter durability depletion timeline
Durability over time in a continuous radiation zone
Durability
250 │ ████████████████████████████████████████████████
│ ████████████████████████████████████████████████
│ ████████████████████████████████████████████████
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│ ████████████████████████████████████████████████
│ ████████████████████████████████████████████████
│ ████████████████████████████████████████████████
│ ████████████████████████████████████████████████
│ ████████████████████████████████████████████████
│ ████████████████████████████████████████████████
│ ████████████████████████████████████████████████
│ ████████████████████████████████████████████████
│ ████████████████████████████████████████████████
│ ████████████████████████████████████████████████
│ ████████████████████████████████████████████████
│ ████████████████████████████████████████████████
0 │ ████████████████████████████████████████████████
└──────────────────────────────────────────────────
0 5000
Exposure ticks (Wear 0.05, Durability 250)
The filter depletes linearly with exposure time.
Leaving the radiation zone pauses depletion.
The filter is destroyed at 0 durability.Field authoring checklist for filter assets
Use this checklist before testing a filter mod in-game:
- [ ]
Type Filteris present and correct. - [ ]
Useable Filteris present - without this field the filter cannot be installed into a gas mask. - [ ]
IDis in the 50000+ range and unique within the mod. - [ ]
GUIDwas generated fresh for this asset. - [ ]
Slot Noneis set (filters are not equipped to player slots). - [ ]
Size_X 1andSize_Y 1match the standard filter footprint. - [ ]
Allow_Damage Trueis present - required for the filter to degrade with use. - [ ]
Durabilityis set to the intended filter lifetime. - [ ]
Wearis set to the intended depletion rate. - [ ]
Should_Delete_At_Zero Trueis present for consumable filters. - [ ]
Bypass_ID_Limit Trueis present for IDs above 2000. - [ ]
English.datis authored in the same folder withNameandDescription. - [ ] The master bundle contains the filter cartridge prefab.
- [ ] The filter is tested in-game: install into a gas mask, enter a radiation zone, confirm degradation, confirm destruction at zero durability.
Frequently asked questions
Does the filter have any unique asset properties beyond the parent ItemAsset fields?
According to the Smartly Dressed Games modding documentation, the ItemFilterAsset class has no unique asset properties. The filter's behavior is entirely governed by the Useable Filter assignment, the durability fields inherited from ItemAsset, and the engine's filter-useable script that reads those fields at runtime.
How does the engine determine which filter fits which gas mask?
The engine does not use a caliber-style ID matching system for filter-mask compatibility. Any filter asset (Type Filter, Useable Filter) can be installed into any gas mask that has a filter slot. The gas mask's mask-type clothing asset defines whether it has a filter slot. If a mask has a filter slot, it accepts any filter. There is no Caliber_Reference equivalent for filters.
Can I make a filter that never depletes?
Set Allow_Damage False or set Wear 0. A filter with Allow_Damage False does not degrade at all, providing indefinite protection. This is appropriate for admin items, creative-mode items, or quest items that must remain functional for the duration of a scenario. For standard Workshop mods, the cohort recommendation is to keep filters consumable.
What happens when a filter runs out of durability while the player is in a radiation zone?
The filter is destroyed and removed from the mask's filter slot. The player immediately begins taking full radiation damage from the zone. The engine does not provide a grace period. Players should monitor their filter's remaining durability and carry spares.
Does the filter's Rarity affect its protection?
No. The Rarity field controls the display color of the item name in the inventory UI and tooltip. It does not directly affect gameplay behavior (protection level, depletion rate, compatibility). Rarity is a cosmetic and loot-table-weight-signaling field only.
Can a filter be repaired?
The vanilla filter asset does not include repair mechanics, and the ItemFilterAsset class does not expose a repair field. If a mod design requires filter repair, it must be implemented through a separate repair tool item or through a crafting recipe that restores durability via the blueprint system. The base filter asset does not self-repair.
Can a filter be crafted?
Yes. Filters can be included in blueprint crafting recipes like any other item asset. The vanilla filter includes a salvage blueprint that converts the filter into Metal Scrap. Mod authors can create reverse blueprints that craft filters from components, or conversion blueprints that upgrade a depleted filter to a fresh one using other materials.
What is the difference between a filter's Durability field and a mask's Quality field?
The filter's Durability is tracked as the consumable life of the filter cartridge. The mask's Quality (if Allow_Damage True on the mask asset) tracks the mask's own structural condition. These are separate numeric tracks that do not interact. A mask maintains its quality regardless of filter status, and a filter maintains its durability regardless of mask condition.
Why does my filter show zero protection when installed in a gas mask?
If a filter shows zero protection when installed, the most likely cause is that the filter's Useable field is set to something other than Filter, or the filter's Allow_Damage field prevents the engine from recognizing it as a consumable protection item. Verify that Useable Filter is present exactly as written (case-sensitive). Verify that Allow_Damage True is present. If both are correct, check the game's console output for asset-loading errors.
Can I make a filter that provides effects other than radiation protection?
The Useable Filter script is hardcoded to the radiation protection system. Filters cannot provide alternative protection types (chemical, biological, magical) through the .dat file alone. Alternative protection types require either a server-side plugin that overrides the filter behavior or a custom useable script in a code mod. The .dat fields documented in this article are the complete set available to the filter asset type.
What inventory size should a filter use?
The vanilla filter uses Size_X 1, Size_Y 1, Size_Z 0.225. This is the cohort recommendation for all standard filter assets. The filter is a small cartridge item that stacks efficiently in inventory. Larger sizes (2×1, 1×2) are appropriate only for specialty filter types that the mod designer intends to be bulky as a balance trade-off.
Does a filter need a unique prefab in the master bundle?
Yes. The filter 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, and installed in the gas mask. The prefab is a simple cartridge-shaped mesh. A missing prefab causes the filter to be invisible in inventory and when dropped, though it can still be installed into a mask and function correctly.
Can multiple filter types share the same prefab?
Yes. Multiple filter assets (standard, extended, military) can reference the same prefab in the master bundle using the Item field to specify the shared prefab name. Visually identical filter tiers that differ only in durability and rarity are a common modding pattern that uses this approach.
Diagnostic table
| Symptom | Most likely cause | Resolution |
|---|---|---|
| Filter cannot be installed into gas mask | Useable field missing or wrong value | Confirm Useable Filter is present in the .dat |
| Filter installs but provides no protection | Allow_Damage False or durability fields incorrect | Set Allow_Damage True, confirm Durability > 0 |
| Filter never degrades | Allow_Damage False or Wear 0 | Set Allow_Damage True and Wear to a positive value |
| Filter depletes instantly on zone entry | Wear too high relative to Durability | Reduce Wear to 0.05-0.10 for standard filters |
| Filter invisible in inventory | Prefab name mismatch | Confirm prefab name in bundle matches Name or Item field |
Filter does not appear after @give | ID conflict or Bypass_ID_Limit missing | Confirm unique ID and add Bypass_ID_Limit True |
| Filter destroyed immediately on installation | Should_Delete_At_Zero True combined with zero initial durability | Check Durability field; confirm it is set to a positive value |
| Filter shows wrong name in tooltip | English.dat missing or incorrect | Author or correct English.dat in the same folder |
Best practices
- Always include
Useable Filter- the single most important field on a filter asset. Without it the item is a generic item that cannot be installed into a gas mask. - Design filter tiers with distinct
DurabilityandWearratios. Two filters with the same ratio (e.g., Durability 100 / Wear 0.1 and Durability 200 / Wear 0.2) produce identical lifetimes, making the stat difference meaningless to the player. - Use
Rarityto signal filter quality visually. A Common filter should feel cheap; a Rare filter should feel premium. - Set
Should_Delete_At_Zero Truefor all consumable filters. A filter that persists at zero durability is confusing to players who expect the consumable to be consumed. - Author
English.datwith a description that communicates the filter's quality tier. Players should be able to distinguish a makeshift filter from a military-grade filter without opening the.dat. - Test filter degradation in a radiation zone before publishing. Single-player testing with
@giveand a known radiation zone location is the fastest way to verify the durability and wear fields produce the intended lifetime. - Pair every filter asset with a compatible gas mask asset. A filter without a mask that accepts it is an item with no functional purpose.
Advanced considerations
Filters in multi-map mod projects
When a mod project spans multiple maps, each map can define its own radiation zones with different intensity values. A filter that lasts 30 minutes on one map may last 5 minutes on another map if the second map's radiation zones use a higher intensity multiplier. The filter .dat fields are global - the same Durability and Wear values apply on every map. Map-specific balance is achieved through the map's zone configuration, not through the filter asset.
Filters with progressive degradation
The vanilla filter uses a linear depletion model: each exposure tick consumes a fixed amount of durability. Progressive degradation (where the filter degrades faster as it nears depletion) is not natively supported by the filter asset .dat fields. Implementing progressive degradation requires a server-side plugin that overrides the default depletion calculation.
Filters as quest or scenario items
Filters with Wear 0 (no durability loss) and very low Durability (so they self-destruct after minimal use) can serve as quest items or scenario triggers. A quest item filter that must be installed into a specific gas mask to progress a storyline is a valid use of the filter asset type. The filter's Name and English.dat Description should communicate the quest context to the player.
Filter prefab modeling guidance
| Requirement | Details |
|---|---|
| Polygon budget | 300-1000 tris |
| Topology | Simple cylindrical or box geometry. Filters are small items not visible in first-person view. |
| Scale | Model at real-world scale. A standard gas mask filter cartridge is approximately 5-7 cm in diameter and 3-5 cm thick. |
| Pivot origin | Center of the base of the cartridge. |
| UV layout | 1×1 UV space. Texel density 8-12 texels/cm for a 512×512 texture. |
Filter texture map requirements
| Texture | Resolution | Notes |
|---|---|---|
| Albedo | 512×512 | Filter body color, markings, labeling |
| Normal Map | 512×512 | Subtle surface detail |
| Metallic/Roughness | 256×256 | Indicates metal or polymer construction |
Filter textures can be lower resolution than weapon or clothing textures because the filter is a secondary item that is small on screen.
Appendix A: Filter 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 | - | Must be Filter |
Useable | enum | Yes | - | Must be Filter |
Name | string | Yes | - | Internal name; console command key |
Rarity | enum | No | Common | Controls UI color |
Slot | enum | No | None | Must be None for filters |
Size_X | uint8 | No | 1 | Inventory width |
Size_Y | uint8 | No | 1 | Inventory height |
Size_Z | float | No | Mesh bounds | Drop collision depth |
Pro | bool | No | False | Gold-tier restriction |
Allow_Damage | bool | No | True | Must be True for consumable |
Durability | float | No | 100 | Total filter lifetime |
Wear | float | No | 0 | Depletion rate per tick |
Should_Delete_At_Zero | bool | No | True | Destroy when depleted |
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 filter assets.
- Unturned on Steam - the Unturned™ store page and community hub.
- Item Asset Anatomy - the shared field reference that every filter asset extends.
- Clothing Asset - the companion article for mask-type clothing assets that accept filter items.
- Tank Asset Reference - the previous article in this section.
- Key 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 filter prefabs.
- Steam Workshop Submission - the publishing workflow for finished mods.
Appendix C: Filter asset compatibility matrix
The compatibility matrix below documents how filter assets interact with gas mask assets and the radiation zone system.
| Component | Filter .dat field | Mask .dat field | Radiation zone | Notes |
|---|---|---|---|---|
| Filter identification | Type Filter, Useable Filter | - | - | The engine identifies a filter by these two fields |
| Mask filter slot | - | Determined by mask subclass | - | Not all masks have a filter slot; only mask-type clothing supports filters |
| Protection activation | Allow_Damage True | - | - | Filter must allow damage to be recognized as consumable protection |
| Protection duration | Durability, Wear | - | - | Duration is a function of durability pool and wear rate |
| Protection cessation | Should_Delete_At_Zero True | - | - | Filter destroyed when durability reaches zero |
| Zone intensity | - | - | Map level configuration | Higher intensity zones consume filter durability faster |
| Filter removal | - | - | - | Player can manually remove a filter from the mask slot at any time |
| Filter stacking | Size_X 1, Size_Y 1 | - | - | Filters stack in inventory; multiple spares can be carried |
Appendix D: Filter asset authoring template
Copy this template for a new filter asset. Delete fields that do not apply.
ID <50000+>
GUID <generated-uuid-no-hyphens>
Type Filter
Useable Filter
Name <InternalFilterName>
Rarity <Common|Uncommon|Rare|Epic|Legendary>
Slot None
Size_X 1
Size_Y 1
Size_Z 0.225
Allow_Damage True
Durability <150>
Wear <0.10>
Should_Delete_At_Zero True
Bypass_ID_Limit TrueAppendix E: Vanilla filter asset field values reference
The table below documents the exact field values from the vanilla filter asset at Bundles/Items/Filters/Filter/Filter.dat for reference purposes.
| Field | Vanilla value | Notes |
|---|---|---|
GUID | eab00b33df75416b8ff60c21b48e1111 | Do not reuse for custom filters |
Type | Filter | Required for filter class |
Useable | Filter | Required for filter functionality |
ID | 1271 | Vanilla ID; mod filters should use 50000+ |
Rarity | Rare | Indicates the filter's value tier |
Size_X | 1 | Standard small-item footprint |
Size_Y | 1 | Standard small-item footprint |
Size_Z | 0.225 | Drop collision depth |
| Blueprints | Salvage → Metal Scrap | Single salvage recipe |
The vanilla filter's English.dat values:
Name:FilterDescription:Filters out radiation when attached to a gasmask.
Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2026-07-26 | 57 Studios | Initial publication. Full filter asset .dat field reference, mask-filter compatibility, durability mechanics, worked examples, FAQ, diagnostic tables. |
Cross-references
- Tank Asset Reference - the previous article in this section; covers the fuel tank item type.
- Key Asset Reference - the next article in this section; covers economy key items.
- Clothing Asset - the mask-type clothing reference that covers the gas mask host item for filter compatibility.
- 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 |
|---|---|
| Filter cartridge | The consumable item that installs into a gas mask's filter slot. |
| Filter slot | An internal attachment point on a gas mask item that holds one filter. |
| Radiation zone | A map-defined area where the player takes environmental damage over time. |
| Exposure tick | A single unit of radiation damage application. The filter's Wear value is consumed per tick. |
| Protection value | The effective radiation damage reduction provided by an active filter. Not a direct .dat field; determined by the engine's useable script. |
| Useable script | The engine-side C# behavior that executes when an item is used. Useable Filter is the script for filter items. |
| Wear rate | The per-tick durability consumption value. Higher values deplete the filter faster. |
