Skip to content

Mask Asset Reference

Masks are one of the seven clothing slots in Unturned™, occupying the player's lower face and jaw region. A mask asset defines a wearable face item that can provide cosmetic variety, ballistic protection through the Armor field inherited from the GearAsset parent class, radiation shielding through the Proof_Radiation flag, walkie-talkie communication access through the Earpiece flag, and gasmask filter degradation control through the FilterDegradationRateMultiplier field. Masks share the GearAsset parent class with glasses and sit on the lower facial region, which means they can be worn simultaneously with glasses items without slot conflict.

This article is the 57 Studios™ cohort's canonical reference for the mask asset type. It covers every .dat field that applies to mask assets, the GearAsset inheritance chain, the Earpiece flag and its interaction with the walkie-talkie communication system, the FilterDegradationRateMultiplier field and how it controls gasmask filter depletion speed in radioactive deadzones, the Armor field and its availability on face-covering masks (the vanilla balaclava series provides the reference values), the Proof_Radiation flag and its role in zone-gating mechanics, the Hair and Beard visibility flags on face-covering items, and the complete field reference with values drawn from shipped game files at Bundles/Items/Masks/.

A note on scope: the Clothing Asset Reference establishes the shared field set for all seven clothing slots and documents the SkinnedMeshRenderer prefab requirements that apply to every wearable item. This article documents the fields and behaviors that are specific to the mask slot and the ItemMaskAsset class. The Glasses Asset Reference documents the adjacent facial slot that shares the GearAsset parent class and can be equipped simultaneously with masks. Readers who are not familiar with the base clothing system should read the Clothing Asset Reference first, then return here for the mask-specific coverage.

Custom masks and balaclavas arrayed on an Unturned character model

Documentation source: This article references the official Smartly Dressed Games modding documentation for the ItemMaskAsset class definition and property reference. Game file field values were extracted from the vanilla Unturned™ asset corpus at Bundles/Items/Masks/.

Who this article is for

This article is written for Unturned™ mod authors who have already authored at least one clothing item of another slot type and are familiar with the master bundle pipeline, the SkinnedMeshRenderer clothing prefab structure, and the .dat authoring workflow for item assets. If you are new to clothing modding, start with Clothing Asset Reference and Project Folder Structure and GUIDs before returning here.

What you'll learn

  • How the mask slot inherits properties from the ItemMaskAsset class through the GearAsset parent
  • Every .dat field that applies to mask assets, organized by function
  • How the Earpiece flag grants walkie-talkie communication access
  • How the FilterDegradationRateMultiplier controls gasmask filter depletion speed
  • How the Proof_Radiation flag interacts with radioactive deadzone volumes
  • How the Armor field provides face protection on bullet-resistant masks
  • The distinction between cosmetic masks, tactical balaclavas, and functional gasmasks
  • How to configure masks for the 57 Studios™ RP-server faction identity system
  • The complete field reference with values drawn from shipped game files

How the mask system works

Unturned's mask runtime is driven by the ItemMaskAsset class, which inherits from the GearAsset class. When a player equips a mask item, the runtime reads the .dat fields, evaluates the Earpiece flag to grant walkie-talkie access, applies the FilterDegradationRateMultiplier to the player's gasmask filter system when the player enters a radioactive deadzone, applies the Armor multiplier if present, attaches the mask prefab to the character skeleton's head and jaw bones, and applies the Hair and Beard visibility flags.

The mask system is the only clothing slot that interacts with the communication system, the radiation system, and the damage reduction system simultaneously. This makes masks more mechanically layered than their simple cosmetic appearance suggests.

Inheritance chain

The GearAsset class is the shared parent of both ItemMaskAsset and ItemGlassesAsset. It defines the Hair and Beard visibility flags, the Armor field, and the Proof_Radiation flag. The ItemMaskAsset class adds the Earpiece flag and the FilterDegradationRateMultiplier field that are specific to mask-type items.

File structure for a mask mod

A complete mask mod requires the following files:

Workshop/Content/304930/<modID>/
└── Bundles/
    └── Items/
        └── MyMask/
            ├── MyMask.dat              ← mask asset definition
            ├── English.dat              ← display name and description
            └── MyMask.unity3d           ← master bundle (skinned mesh prefab)

The folder name, the .dat filename stem, and the internal Name field should all match. This convention is not enforced at runtime but divergence causes diagnostic confusion.

Complete .dat field reference

Identity fields (inherited from ItemAsset)

Every item in Unturned™ requires an identity block. These fields identify the mask to the engine and to other mod files that reference it.

FieldTypeExampleRequiredPurpose
IDuint1642600YesNumeric item ID. Must be unique across all loaded mods. Use the 57 Studios™ block 42600-42699 for mask items, or 50000+ for open community range.
GUIDuint128 hexa1b2c3d4e5f64a7b8c9d0e1f2a3b4c5dYes128-bit globally unique identifier. Generate a new GUID for every new mask. Never reuse GUIDs.
TypeenumMaskYesMust be Mask for mask items. This is the field that assigns the item to the mask clothing slot.
NamestringMyTacticalBalaclavaYesInternal name. Used in console commands and cross-reference.
RarityenumUncommonNoInventory highlight color. Values: Common, Uncommon, Rare, Epic, Legendary, Mythical. Defaults to Common.
Size_Xuint82YesWidth in inventory grid cells when not equipped. Vanilla masks use 2 or 1.
Size_Yuint82YesHeight in inventory grid cells when not equipped. Vanilla masks use 2 or 1.
Size_Zfloat0.3NoDepth of the item's world model collision shape when dropped.

Useable field (inherited from GearAsset)

FieldTypeValueRequiredPurpose
UseableenumClothingRecommendedDeclares the item as a wearable clothing item.

Hair and Beard visibility flags (inherited from GearAsset)

FieldTypePurpose
HairflagIf present, character hair is visible while the mask is equipped.
BeardflagIf present, character beard is visible while the mask is equipped.

For mask items, the Hair and Beard flags depend on which part of the face the mask covers. A balaclava that covers the entire head should omit these flags so the character's hair and beard are hidden. A bandana that covers only the lower face should include both flags so the character's hair and upper face remain visible.

Vanilla mask examples:

Mask itemHairBeardCoverage
GasMask (ID 1270)PresentPresentLower face only; hair and beard visible
Balaclava_Black (ID 434)AbsentAbsentFull head coverage; hair and beard hidden
Antlers (ID 498)PresentPresentHead accessory; hair and beard visible
Earpiece (ID 1446)PresentPresentSingle ear piece; hair and beard visible

Armor field (inherited from GearAsset)

FieldTypeRangeDefaultPurpose
Armorfloat0.0 to 1.01.0 (no protection)Damage multiplier applied to incoming head-area damage. Lower values mean better protection.

The Armor field on masks provides face and head damage reduction. This field is present on the vanilla balaclava color series (IDs 434-441), all of which carry Armor 0.95. The same damage reduction model applies as for other clothing slots: effective damage equals incoming damage multiplied by the Armor value.

Mask armor is independent of vest armor

The Armor field on a mask applies to head-area damage independently of the vest Armor field. If a player wears both a mask with Armor 0.95 and a vest with Armor 0.7, the mask's Armor applies to head shots and the vest's Armor applies to torso shots. The two Armor values do not stack or interfere.

Proof_Radiation flag (inherited from GearAsset)

FieldTypePurpose
Proof_RadiationflagIf present, the mask protects the wearer from radiation damage in irradiated deadzone volumes.

The Proof_Radiation flag is the primary functional field on gasmask-type mask items. Masks carrying this flag allow the player to enter and traverse radioactive deadzones on maps that include radiation volumes. The flag does not require any additional fields to function, but when paired with the FilterDegradationRateMultiplier field, it enables the gasmask filter depletion mechanic.

The vanilla GasMask (ID 1270) and the Radiation Mask (ID 1017) both carry the Proof_Radiation flag. These are the only vanilla mask items that provide radiation protection.

Quality_Min and Quality_Max fields

FieldTypeRangePurpose
Quality_Minuint80-100The minimum quality (durability percentage) at which this mask can spawn in loot.
Quality_Maxuint80-100The maximum quality (durability percentage) at which this mask can spawn in loot.

The Quality_Min and Quality_Max fields constrain the random quality range when the mask is generated by a spawn table. For gasmasks, these fields are set to 90 and 100 respectively, meaning gasmasks always spawn at high quality (90-100% condition). This ensures that players who find a gasmask in the world receive one that is functional for deadzone exploration.

Earpiece flag

FieldTypePurpose
EarpieceflagIf present, the mask allows the player to listen to walkie-talkie communications. Players without a mask carrying the Earpiece flag cannot hear walkie-talkie audio channels.

The Earpiece flag is one of two fields specific to the ItemMaskAsset class. It gates access to the walkie-talkie communication system. Players who equip a mask with the Earpiece flag can hear walkie-talkie communications broadcast by other players. Players without an earpiece-equipped mask cannot hear these communications, which makes the Earpiece field a significant gameplay gate on RP servers and survival servers that use the walkie-talkie mechanic.

The Earpiece flag does not grant the ability to broadcast on walkie-talkie channels. It grants only receive access. The ability to broadcast requires a walkie-talkie item in the player's inventory.

Earpiece stateWalkie-talkie receiveWalkie-talkie broadcast
AbsentNoRequires walkie-talkie item
PresentYesRequires walkie-talkie item

FilterDegradationRateMultiplier field (ItemMaskAsset-specific)

FieldTypeRangeDefaultPurpose
FilterDegradationRateMultiplierfloat320.0 to any positive value1.0Multiplier for how quickly radioactive deadzones deplete the mask's internal filter quality. A value of 2.0 means the filter degrades twice as fast. A value of 0.5 means the filter degrades half as fast.

The FilterDegradationRateMultiplier field is the second of two fields specific to the ItemMaskAsset class. It controls the rate at which the mask's internal filter degrades when the player is inside a radioactive deadzone. This field has no effect when Proof_Radiation is not set -- a mask without Proof_Radiation does not activate the filter system at all, and the multiplier is not evaluated.

The vanilla game files do not include any mask with a custom FilterDegradationRateMultiplier value. All vanilla gasmasks use the default multiplier of 1.0. The field exists for mod authors who want to create mask tiers with varying filter efficiency:

FilterDegradationRateMultiplierFilter depletion speedUse case
0.25Very slowHigh-end military gasmask with extended operational duration
0.5SlowStandard military gasmask
1.0NormalCivilian gasmask (vanilla default)
1.5FastDamaged or low-quality gasmask
2.0Very fastMakeshift filter with poor efficiency

When the filter quality reaches zero, the mask no longer provides radiation protection, and the player begins taking radiation damage while inside the deadzone. The filter quality can be restored by finding a filter item or by repairing the mask at a crafting station.

PRO flag

FieldTypePurpose
ProflagIf present, this mask is a PRO item. Non-PRO players can see the mask in their inventory but cannot equip it.

Vanilla cosmetic masks such as Antlers (ID 498), Plague_Mask (ID 617), and Bowtie variants carry the PRO flag. These are vanity items that exist as cosmetic accessories rather than functional clothing.

Mask field summary by functional category

FunctionFields involvedRequired combination
Cosmetic onlyIdentity + Hair/Beard + PRO (optional)Minimal field set
Face armorIdentity + Hair/Beard + Armor <float>Mask provides minor head damage reduction
CommunicationIdentity + Hair/Beard + EarpieceMask grants walkie-talkie receive
Radiation protectionIdentity + Proof_Radiation + Quality_Min/Quality_Max (recommended)Mask protects in deadzones
Filter degradationIdentity + Proof_Radiation + FilterDegradationRateMultiplierControls filter depletion speed in deadzones
Full gasmaskIdentity + Hair/Beard + Proof_Radiation + Quality_Min/Quality_Max + FilterDegradationRateMultiplier (optional)Complete functional gasmask

Worked examples

Example 1: Cosmetic faction bandana

A purely cosmetic mask item with no gameplay functionality beyond visual faction identity.

GUID a1b2c3d4e5f64a7b8c9d0e1f2a3b4c5d
Type Mask
Rarity Common
Useable Clothing
ID 42600

Size_X 2
Size_Y 2
Size_Z 0.3

Hair
Beard

Companion English.dat:

Name Faction Bandana
Description Standard-issue faction bandana. Purely cosmetic. Does not provide armor or communication functionality.

Example 2: Tactical balaclava with face armor

A face-covering balaclava that provides minor head damage reduction. Based on the vanilla balaclava series (IDs 434-441).

GUID b2c3d4e5f6a7b8c9d0e1f2a3b4c5d6e
Type Mask
Rarity Uncommon
Useable Clothing
ID 42601

Size_X 2
Size_Y 2
Size_Z 0.3

Armor 0.95

Blueprints
[
  {
    Name Salvage
    CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9"
    InputItems this
    OutputItems "14901f32cd3240179fd6124324cc27e5 x 2"
    Effect "7eceb9f7751d4634b572c8e236355104"
  }
  {
    Name Repair
    CategoryTag "732ee6ffeb18418985cf4f9fde33dd11"
    Operation RepairTargetItem
    InputItems "14901f32cd3240179fd6124324cc27e5 x 2"
    RequiresNearbyCraftingTags
    [
      "2ac5ddc545a848008c0308d21f5d2e6b"
    ]
    Effect "7eceb9f7751d4634b572c8e236355104"
  }
]

Companion English.dat:

Name Tactical Balaclava
Description Face-covering balaclava with integrated ballistic weave. Provides minor head damage reduction.

Example 3: Full gasmask with radiation protection

A complete gasmask providing radiation protection and walkie-talkie communication, with custom filter degradation characteristics. Based on the vanilla GasMask (ID 1270).

GUID c3d4e5f6a7b8c9d0e1f2a3b4c5d6e7f
Type Mask
Rarity Rare
Useable Clothing
ID 42602

Size_X 2
Size_Y 2
Size_Z 0.3

Quality_Min 90
Quality_Max 100

Proof_Radiation

Hair
Beard

Companion English.dat:

Name Military Gas Mask
Description Full-face gasmask with integrated filter. Provides radiation protection in contaminated zones. Filter degrades over time while in deadzones.

Example 4: Communications earpiece

A small earpiece mask that grants walkie-talkie communication access. Based on the vanilla Earpiece (ID 1446).

GUID d4e5f6a7b8c9d0e1f2a3b4c5d6e7f8a
Type Mask
Rarity Rare
Useable Clothing
ID 42603

Size_X 1
Size_Y 1
Size_Z 0.15

Hair
Beard

Earpiece

Blueprints
[
  {
    Name Salvage
    CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9"
    InputItems this
    OutputItems "21ede8ebffb14c5580e8c7ad149e335e"
    Effect "84347b13028340b8976033c08675d458"
  }
]

Companion English.dat:

Name Tactical Earpiece
Description Single-ear communication earpiece. Allows the wearer to receive walkie-talkie transmissions. Does not provide radiation protection or armor.

Example 5: High-end military gasmask with efficient filter

A premium gasmask with a slower filter degradation rate, providing extended operational duration in radioactive zones.

GUID e5f6a7b8c9d0e1f2a3b4c5d6e7f8a9b0
Type Mask
Rarity Epic
Useable Clothing
ID 42604

Size_X 2
Size_Y 2
Size_Z 0.3

Quality_Min 95
Quality_Max 100

Proof_Radiation
FilterDegradationRateMultiplier 0.5

Hair
Beard

Blueprints
[
  {
    Name Salvage
    CategoryTag "7ed29f9101ae4523a3b2e389414b7bd9"
    InputItems this
    OutputItems "21ede8ebffb14c5580e8c7ad149e335e x 2"
    Effect "7eceb9f7751d4634b572c8e236355104"
  }
]

Companion English.dat:

Name Advanced Military Gas Mask
Description High-end gasmask with extended-duration filter. Filter degrades at half the standard rate in contaminated zones. Maximum protection for extended deadzone operations.

Frequently asked questions

Can a mask provide both armor and radiation protection?

Yes. The Armor field and the Proof_Radiation flag are independent. A mask can carry both, providing face damage reduction and radiation protection simultaneously. This configuration is appropriate for a high-end tactical gasmask or a post-apocalyptic full-face respirator.

Can a mask provide both earpiece communication and radiation protection?

Yes. The Earpiece flag and Proof_Radiation flag are independent and can both be present in the same .dat file. A gasmask with an integrated communication earpiece is a valid and desirable item for RP servers that use both the radiation zone mechanic and the walkie-talkie communication system.

Do mask armor and vest armor stack?

No, they apply to different hit zones. Mask armor applies to head-area damage. Vest armor applies to torso-area damage. They do not stack multiplicatively or additively. A player wearing both a mask with Armor 0.95 and a vest with Armor 0.7 receives 95% of incoming head damage and 70% of incoming torso damage.

What happens when a gasmask filter reaches zero?

When the mask's filter quality reaches zero while the player is in a radioactive deadzone, the mask no longer provides radiation protection. The player begins taking radiation damage at the zone's full damage rate. The filter quality can be restored by using a filter item (a separate item type) on the mask or by repairing the mask at a crafting station. The Quality_Min and Quality_Max fields affect only the initial spawn quality, not the maximum repairable quality.

Can I make a mask with no gameplay functionality?

Yes. A mask with only the identity block, Hair and Beard flags, and no Armor, Proof_Radiation, or Earpiece fields is a purely cosmetic item. This is the standard configuration for faction identity masks on RP servers and is the most common mask mod type.

What inventory size should masks use?

Vanilla masks vary: balaclavas use Size_X 2 and Size_Y 2, the earpiece uses Size_X 1 and Size_Y 1, and cosmetic PRO masks use Size_X 2 and Size_Y 1 or 2 and 2. The inventory footprint should match the visual size of the mask relative to other inventory items. A full gasmask should be 2x2. A small earpiece should be 1x1.

Can masks have blueprints?

Yes. Masks commonly include Salvage and Repair blueprints. The vanilla balaclava series includes an Apparel-category crafting recipe that allows dyeing the white balaclava into color variants using a DyeVat. Blueprint configuration follows the standard item blueprint system.

Does the Earpiece flag allow the player to hear proximity chat?

No. The Earpiece flag affects only the walkie-talkie communication channel. Proximity chat (voice chat between players who are close to each other in the game world) is not gated by the Earpiece flag. Players can hear proximity chat regardless of their equipped mask.

Can I use FilterDegradationRateMultiplier without Proof_Radiation?

The field is parsed but has no effect when Proof_Radiation is not set. A mask without Proof_Radiation does not activate the filter system, and the FilterDegradationRateMultiplier is not evaluated. Always set Proof_Radiation when authoring a mask intended to use filter degradation.

Are there any other ItemMaskAsset-specific fields?

The official Smartly Dressed Games documentation lists only two ItemMaskAsset-specific fields: Earpiece (flag) and FilterDegradationRateMultiplier (float32). All other fields on mask items are inherited from the GearAsset or ItemAsset parent classes.

Best practices

  • Set Quality_Min and Quality_Max to 90-100 for gasmasks that provide radiation protection. Gasmasks should always spawn at high quality to ensure they are functional when found.
  • Use the Earpiece flag for faction communication gear on RP servers. Faction members should have access to faction communication channels through their equipped mask.
  • Set Armor to 0.95 for face-covering masks that provide ballistic protection. Lower Armor values on masks produce disproportionately strong headshot protection that unbalances PvP combat.
  • Include both Hair and Beard flags on lower-face masks. Omit them only when the mask covers the relevant area.
  • Use FilterDegradationRateMultiplier values between 0.5 and 1.0 for functional gasmasks. Values below 0.5 make the filter last too long for balanced gameplay; values above 1.5 make the filter deplete too quickly for practical use.
  • Use the 57 Studios™ ID block 42600-42699 for mask items to maintain ordering across the mod project.
  • Generate a fresh GUID for every mask asset. Never reuse GUIDs across items.
  • Test the mask in single-player before publishing: confirm the skinned mesh deforms correctly, the Armor value reduces head damage, the Earpiece flag grants walkie-talkie receive, and the Proof_Radiation flag protects in deadzones.

Advanced considerations

Mask filters and the gasmask economy on survival servers

On survival servers that use the radiation deadzone mechanic, gasmasks are a critical resource that gates access to high-value loot zones. The FilterDegradationRateMultiplier field is the primary balance lever for gasmask economy. A server running a 57 Studios™ survival configuration might use:

Gasmask tierFilterDegradationRateMultiplierRarityID block
Makeshift filter mask1.5Uncommon42610-42619
Standard gasmask1.0Rare42620-42629
Military gasmask0.5Epic42630-42639
NBC suit mask0.25Legendary42640-42649

Each tier extends the player's deadzone operational duration by a factor of two relative to the previous tier, creating a clear progression incentive.

The Earpiece flag in RP-server communication hierarchies

On 57 Studios™ RP servers, the Earpiece flag is used to gate faction communication access. A faction member equips a mask with the Earpiece flag to receive faction walkie-talkie communications. Players without the Earpiece flag cannot hear faction communications, which creates a natural authentication mechanic for faction radio channels. The server's plugin layer manages which walkie-talkie channels each mask provides access to; the Earpiece flag in the .dat file provides the base capability.

Mask and glasses slot interaction

Masks and glasses occupy different clothing slots and can be equipped simultaneously. The GearAsset parent class provides the common structure for both slots. When both a mask and glasses are equipped, the following interactions apply:

SystemMask contributionGlasses contributionCombined effect
ArmorFace damage reductionNoneHead protection from mask
VisionNoneNightvision / headlampVision enhancement from glasses
CommunicationEarpiece receiveNoneWalkie-talkie access from mask
RadiationProof_RadiationNoneZone protection from mask
CosmeticsLower face meshUpper face meshFull face coverage

Quality_Min and Quality_Max on non-gasmask masks

The Quality_Min and Quality_Max fields are not exclusive to gasmask items. Any mask can carry these fields to constrain its spawn quality range. For faction identity masks that are issued through a kit system rather than found in loot, these fields are typically omitted because the mask is spawned at full quality by the kit command.

Appendix A: Mask .dat field quick-reference card

FieldTypeRequiredDefaultSource
GUIDuint128Yes--ItemAsset
IDuint16Yes--ItemAsset
Typeenum (Mask)Yes--ItemAsset
NamestringNoFolder nameItemAsset
RarityenumNoCommonItemAsset
Size_Xuint8Yes--ItemAsset
Size_Yuint8Yes--ItemAsset
Size_ZfloatNoEngine defaultItemAsset
UseableenumRecommended--GearAsset
HairflagNonot setGearAsset
BeardflagNonot setGearAsset
ArmorfloatNo1.0GearAsset
Proof_RadiationflagNonot setGearAsset
EarpieceflagNonot setItemMaskAsset
FilterDegradationRateMultiplierfloat32No1.0ItemMaskAsset
Quality_Minuint8NoEngine defaultItemAsset
Quality_Maxuint8NoEngine defaultItemAsset
ProflagNonot setItemAsset

Appendix B: Diagnostic table

SymptomMost likely causeResolution
Mask does not appear in inventory after @giveID conflict or missing Bypass_ID_LimitConfirm unique ID and add Bypass_ID_Limit True
Mask appears but cannot be equippedPRO flag present without Useable ClothingAdd Useable Clothing or remove PRO flag
Mask invisible when equippedSkinnedMeshRenderer not configuredConfirm prefab has SkinnedMeshRenderer with correct bone references
Armor field has no effectArmor field missing from .datAdd Armor <value> field
Mask provides no radiation protectionProof_Radiation flag missingAdd Proof_Radiation
Gasmask filter depletes too fastFilterDegradationRateMultiplier set too highReduce to 0.5-1.0 range
Gasmask filter depletes too slowlyFilterDegradationRateMultiplier set too lowIncrease to 1.0-2.0 range
Walkie-talkie not receivedEarpiece flag missingAdd Earpiece
Mask spawns at low qualityQuality_Min not setAdd Quality_Min 90
Mask spawns at inconsistent qualityQuality_Max not setAdd Quality_Max 100
Hair not visible through maskHair flag missingAdd Hair (omit only for full-head coverage)
Beard not visible through maskBeard flag missingAdd Beard (omit only for full-face coverage)
Mask clips through glassesMesh overlap between mask and glassesAdjust mask mesh geometry for clearance from glasses slot
Hair shows through full-head maskHair flag present unintentionallyRemove the Hair flag

Appendix C: External references

ResourceURLNotes
Smartly Dressed Games modding documentationhttps://docs.smartlydressedgames.com/en/stable/Official field reference for ItemMaskAsset, GearAsset, and filter system
Unturned on Steamhttps://store.steampowered.com/app/304930/Unturned/Game page; changelog and community hub
Clothing Asset Reference/items/clothing-assetShared clothing fields and SkinnedMeshRenderer requirements
Glasses Asset Reference/items/glasses-asset-referenceAdjacent facial slot; shares GearAsset parent class
Project Folder Structure and GUIDs/items/project-folder-structure-and-guidsGUID generation and folder layout
Master Bundle Export/items/master-bundle-exportUnity bundling pipeline
Steam Workshop Submission/publishing/steam-workshop-submissionPublishing workflow for finished mods

Cross-references

Authoring checklist

Before publishing a mask mod to the Steam Workshop, confirm the following:

  • [ ] GUID is unique -- generated fresh, not copied from another asset
  • [ ] ID is in the 57 Studios™ block (42600-42699) or the 50000+ community range
  • [ ] Type Mask is set
  • [ ] Useable Clothing is present for equippable masks
  • [ ] Hair and Beard flags are configured correctly for the mask's coverage area
  • [ ] Armor is set to the intended protection value, or omitted for cosmetic-only masks
  • [ ] Proof_Radiation is present for gasmask-type masks
  • [ ] Earpiece is present for communication masks
  • [ ] FilterDegradationRateMultiplier is set for gasmasks with custom filter depletion
  • [ ] Quality_Min and Quality_Max are set to 90-100 for gasmasks
  • [ ] Bypass_ID_Limit True is present
  • [ ] SkinnedMeshRenderer is configured with correct bone references
  • [ ] Material is assigned in Unity, not pink in the prefab
  • [ ] Master bundle is built and copied to the mod's Bundles/Items/MaskName/ folder
  • [ ] English.dat is authored with Name and Description fields
  • [ ] Tested in single-player: mask appears, equips, deforms correctly, armor reduces damage, earpiece grants walkie-talkie access, proof_radiation protects in deadzones

Document history

VersionDateAuthorNotes
1.02026-07-2657 StudiosInitial publication. Complete mask .dat field reference, Earpiece and walkie-talkie system, FilterDegradationRateMultiplier, Proof_Radiation, Armor on masks, quality fields, worked examples, FAQ, diagnostic table.