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Outfit Asset Reference

The OutfitAsset class is one of the simpler asset types in Unturned™ modding. An outfit asset defines a collection of clothing item GUIDs that should be worn together when generating preview images for cosmetic outfits. It does not define any gameplay behavior, does not introduce new items into the game, and does not interact with the combat, inventory, or crafting systems. Its sole purpose is to bundle existing clothing items into a named set that the game's preview image generation system can render as a single composite image.

57 Studios™ has documented and validated the full outfit asset configuration surface across the 32 shipped outfit definitions that ship with Unturned™. This article covers every field that applies to outfit assets, the preview image generation workflow through the F1 Workshop menu, the relationship between outfit assets and curated item submissions, and a complete reference of the 32 shipped outfits with their clothing compositions.

Outfit preview image generated through the F1 Workshop menu showing a composite of multiple clothing items

Documentation source: This article references the official Smartly Dressed Games modding documentation for field definitions and game behavior. Community-validated notes are marked where the official documentation is silent on a detail.

Who this article is for

This article is written for Unturned™ mod authors who have already published clothing items and want to package them into named outfits for preview image generation. If you are creating a curated cosmetic submission for the Steam Workshop stockpile, understanding outfit assets is essential for generating the composite preview images that the curation team uses during the voting process. If you are creating clothing items for a personal mod project or a private server, outfit assets are optional but provide a convenient way to generate promotional materials.

How the outfit preview system works

The outfit preview system is a convenience feature accessed through the F1 menu from the Workshop section of the main menu. When a user opens the Workshop section and navigates to the outfit preview option, the game reads every OutfitAsset that is currently loaded (both vanilla and modded) and presents them as selectable entries. When the user selects an outfit, the game spawns a character model, equips each clothing item whose GUID is listed in the outfit's Items array, and renders the composite character in the preview window.

As shown in the sequence diagram above, the outfit asset is read once at selection time, and the engine handles all the character spawning and clothing equipping logic automatically. The outfit asset itself does not contain any rendering logic; it is purely a data declaration of which clothing items compose the outfit.

Outfit file structure

An outfit asset does not require its own .dat file in the standard item folder hierarchy. Outfit assets are typically declared in the mod's asset bundle project structure alongside the clothing items they reference. The official SDG documentation shows the outfit declaration pattern using the Metadata sub-dictionary:

MyOutfit/
├── Asset.dat       ← outfit asset definition
└── English.dat     ← optional localization (display name)

The outfit asset's Asset.dat uses the Metadata block pattern for its GUID and Type declaration, with the clothing item references listed in an Items array inside an Asset block.

Complete .dat field reference

Metadata fields

Every outfit asset requires a metadata block at the top of the .dat file. These fields identify the asset to the engine.

FieldTypeRequiredPurpose
GUIDuint128 hexYes128-bit globally unique identifier for the outfit asset. Must be unique across all loaded assets.
TypestringYesMust be set to SDG.Unturned.OutfitAsset for the parser to recognize this as an outfit definition.

The Metadata block wraps these fields in a sub-dictionary. This is the documented pattern for outfit assets, as shown in the official SDG documentation.

Asset block fields

The body of the outfit declaration is placed inside an Asset sub-dictionary.

FieldTypeRequiredPurpose
Itemsarray of asset pointersYesA list of GUIDs referencing clothing items. Each entry must be a 32-character hexadecimal GUID of a clothing item (shirt, pants, hat, mask, backpack, vest, glasses). The order of items in the array does not affect the rendered preview.

Items array structure

The Items array is the core of the outfit asset. Each entry in the array is an asset pointer line containing a 32-character hexadecimal GUID that corresponds to a clothing item's GUID field in that item's .dat file. The official documentation example shows an outfit composed of four items:

"Asset"
{
  "Items"
  [
    // Top
    "9fd6032f9a24404eaf28961fc7f2d289"
    // Bottom
    "d4ec52a157f746edbc3a4df8ae79ddef"
    // Mask
    "1adc30f0dbf246eba1c0c6a183206aad"
    // Hat
    "daf02a225ebc4b76ae51ca485706e470"
  ]
}

Each GUID in the array must belong to a valid clothing item asset that is loaded at the time the preview is generated. If a GUID is missing, invalid, or belongs to a non-clothing item, the engine will log a warning and skip that entry during the preview render. The outfit will still display but the skipped item will be absent from the composite image.

Localization

FieldLanguage fileTypePurpose
NameEnglish.datstringDisplay name shown in the outfit selection list in the F1 Workshop menu.

The English.dat file is optional but strongly recommended. Without a Name entry in a localization file, the outfit appears with its internal file name in the selection list, which is typically not user-friendly.

The 32 shipped outfit definitions

The following table documents all 32 outfit definitions that ship with Unturned™. These outfits are defined in the game's core asset files and are available in the F1 Workshop menu for preview generation. Each outfit name corresponds to a folder under Bundles\Items\Outfits\.

Outfit folderNumber of clothing itemsNotable clothing slots filled
AnalogDetective5Backpack, Head, Pants, Shirt, Vest
Arid_Scout6Bandana, Binoculars, Medbag, Pants, Top, Turban
Arid_Tourist6Hair, Spectacles, Pack, Pockets, Shorts, Top
Artist4Canvas, Pants, Ripped, Shirt
AuroraSkier6Backpack, Glasses, Helmet, Pants, Shirt, Shovel
AutumnComforts4Bag, Cap, Pants, Sweater
Beekeeper5Backpack, Belt, Hat, Pants, Top
Breakfast5Bottom, Glasses, Tie, Top, Top Hat
Cali_Journalist6Bottom, Glasses, Hat, Shirt, Messenger Bag, Tape Recorder
Cali_Mercenary5Bottom, Heavy Helmet, Heavy Mask, Heavy Rig, Top
CanyonArena_Cowboy5Backpack, Belt, Bottoms, Hat, Shirt
CanyonArena_Militia5Bandana, Bottoms, Hat, Jacket, Vest
Chicken4Chick, Mask, Pants, Shirt
CJ_Selfvester4Bandolier, Cranberry Bottoms, Tundra Bottoms, Tundra Top
Cultist6Backpack, Hat, Mask, Pants, Shirt, Vest
Demon5DemonHead, DemonHorns, DemonPants, DemonShirt, DemonTail
Executioner5Backpack, Bottom, Hat, Top, Vest
Goth3Pants, Raven, Top
GuanYu6Backpack, Bottom, Hat, Mask, Top, Vest
HalloSkull(multiple)Various clothing slots
Hooligan5Bottom, Cap, Lollipop, Tie, Top
Infernal5Armor, Core, Pants, Skull, Teeth
LimeTracksuit4Bottom, Cap, Fannypack, Top
LonelyMusician5Bottom, Fine Sombrero, Flowery Guitar, Top, Western Boots
LuBu5Backpack, Bottom, Hat, Top, Vest
Pharaoh4Bottoms, Hat, Necklace, Top
PirateCaptain6Beard, Cannon, Coat, Hat, Pants, Shirt
PlagueHunter6Cloak, Hat, Mask, Pants, Shirt, Vest
Shroomy5Backpack, Belt, Hat, Pants, Shirt
StrawberryWaitress4Apron, Bottom, Hair Bow, Top
WanderingWizard7Coat, Hat, Mask, Pants, Shirt, Spellbook, ...
ZhugeLiang5Backpack, Bottom, Hat, Top, Vest

Each outfit's clothing items are individually authored .dat files under the outfit's subdirectory. The outfit asset itself simply references those items by GUID; it does not duplicate any of their field data.

Outfit composition patterns

The shipped outfits follow observable composition patterns that are useful for modders designing their own outfit assets.

Composition patternExample outfitDescription
Full-body coverageCultist, PlagueHunterItems fill every clothing slot: shirt, pants, hat, mask, backpack, vest
Minimal accessoryGothOnly a few items covering specific slots; the character's default clothing shows through
Themed back accessoryLonelyMusician, Cali_JournalistIncludes a non-clothing item such as a guitar or tape recorder that appears on the character
Head-only focusChickenHeavy emphasis on the mask and hat; lower body items are minimal
Layered vest over shirtCultist, GuanYuBoth a shirt and a vest are included; the vest renders over the shirt in the preview

These patterns are not enforced by the engine. Any combination of clothing items is valid as long as each referenced GUID exists and corresponds to a clothing-type item.

Creating a custom outfit asset

The workflow for creating a custom outfit asset is straightforward, consisting of two steps: authoring the Asset.dat file and providing an optional English.dat for localization.

Step 1: Authoring the Asset.dat

Create a new folder under your mod's asset bundle project structure. Inside the folder, create an Asset.dat file with the following structure:

Metadata
{
  GUID a1b2c3d4e5f64a7b8c9d0e1f2a3b4c5d
  Type SDG.Unturned.OutfitAsset
}
Asset
{
  Items
  [
    // Shirt
    "9fd6032f9a24404eaf28961fc7f2d289"
    // Pants
    "d4ec52a157f746edbc3a4df8ae79ddef"
    // Mask
    "1adc30f0dbf246eba1c0c6a183206aad"
  ]
}

The GUID in the Metadata block must be a fresh GUID generated for this outfit asset. Do not reuse the GUID of any clothing item that the outfit references; they are separate assets with separate identifiers.

Step 2: Authoring English.dat

Create an English.dat file in the same folder:

Name My Custom Outfit

The Name field is the display name shown in the outfit selection list.

Step 3: Testing the outfit

  1. Place the outfit asset folder in your mod's bundled content location.
  2. Launch Unturned™ and open the main menu.
  3. Press F1 to open the Workshop section.
  4. Navigate to the outfit preview option.
  5. Locate your outfit in the selection list by its Name.
  6. Select the outfit and confirm that the preview character appears wearing all the intended clothing items.

Outfit assets in the curated submission workflow

Outfit assets play a specific role in the curated item submission workflow for the Steam Workshop stockpile. When a creator submits a set of cosmetic items that are designed to be worn together (for example, a complete outfit bundle such as the Cultist set), the creator can include an OutfitAsset in the submission package. The curation team uses the outfit's preview image during the voting and review process.

The official SDG documentation on curated items notes that outfits have their items in a per-outfit folder, prefixed with the outfit name. For example, the Cultist bundle's mask item export files are located at Assets/CoreMasterBundle/Items/Outfits/Cultist/Cultist_Mask. The source files follow a parallel structure under Assets/Game/Sources/Items/Outfits/Cultist.

The 57 Studios™ recommendation for curated submissions that include multiple clothing items is to author an OutfitAsset as part of the submission package, even though it is not strictly required. The preview image generated from the outfit asset is a more effective presentation than individual item screenshots because it shows the complete visual composition.

Diagnostic table

SymptomMost likely causeResolution
Outfit does not appear in F1 menuAsset .dat has incorrect Type fieldConfirm Type is SDG.Unturned.OutfitAsset
Outfit appears but clothing items are missing from previewOne or more GUIDs in Items array are invalid or do not correspond to clothing itemsVerify each GUID against the target clothing item's .dat file
Outfit appears with wrong clothing itemsGUIDs in Items array reference the wrong itemsDouble-check each GUID
Outfit name shows as file path instead of display nameEnglish.dat is missing or Name field is absentCreate English.dat with a Name field
Preview character is nakedAll GUIDs in Items array are invalid or the character's default clothing overridesCheck each GUID; verify clothing items are loaded
Outfit references a non-clothing itemGUID belongs to a weapon, magazine, or other non-clothing item typeReplace with a valid clothing item GUID
GUID format error in .datGUID is missing digits or contains non-hex charactersUse exactly 32 hexadecimal characters
Outfit not found after mod installationAsset folder is not in a directory the game scansVerify the asset is in a valid mod folder path

Best practices

  • Generate a fresh GUID for each outfit asset. Do not reuse the GUID of any referenced clothing item.
  • Include an English.dat with a descriptive Name so the outfit appears with a user-friendly label in the selection list.
  • Test the outfit preview in-game before including it in a submission package.
  • Document which clothing items each outfit references in a project-level readme file.
  • Use comments in the Items array to label each GUID with the clothing slot it fills.
  • For curated submissions, include an outfit asset for every multi-item bundle to aid the curation team's review process.
  • Keep the outfit asset folder structure consistent with the vanilla pattern: one folder per outfit, with the outfit name as the folder name.

Frequently asked questions

What is the difference between an outfit asset and a clothing item?

A clothing item is a standalone item that a player can equip in a specific clothing slot (shirt, pants, hat, mask, backpack, vest, glasses). An outfit asset is purely a collection of GUIDs referencing clothing items; it is not an equippable item itself and does not appear in the player's inventory. The outfit asset exists only for preview image generation through the F1 Workshop menu.

Can an outfit asset include non-clothing items?

The Items array accepts any GUID, but including a non-clothing item GUID (such as a weapon or a magazine) will produce unpredictable results in the preview render. The preview system attempts to equip each referenced item on the character model; non-clothing items may not render correctly or may cause the preview to skip that entry. The recommendation is to include only clothing items (shirt, pants, hat, mask, backpack, vest, glasses) in the outfit's Items array.

How many items can an outfit reference?

There is no hard limit on the number of items in the Items array. The shipped outfits range from 3 items (Goth) to 7 items (WanderingWizard). The practical limit is determined by the clothing slots available on the character model. Including more items than there are slots will result in some items being skipped during the preview render because the character model can only equip one item per clothing slot.

Do outfit assets affect gameplay?

No. Outfit assets have no effect on gameplay whatsoever. They do not change player stats, do not grant abilities, do not appear in loot tables, and do not interact with any game system. They are purely a presentation-layer convenience for the F1 Workshop preview menu.

Can I use an outfit asset to force a player to wear specific clothing?

No. Outfit assets cannot be applied to players at runtime. They exist only for the preview image generation system. There is no game command, server setting, or script hook that equips an outfit on a player. If you want to force a player to wear specific clothing, you must grant those clothing items to the player individually through the server's plugin system.

Are outfit assets loaded at startup or on demand?

Outfit assets are loaded during the game's standard asset loading phase at startup, along with all other asset types. They remain in memory for the duration of the game session. Because outfit assets are small (a few lines of text and an array of GUIDs), their memory footprint is negligible.

Can a clothing item belong to multiple outfits?

Yes. A single clothing item's GUID can appear in the Items array of multiple outfit assets. The outfit preview system does not enforce uniqueness. This is the standard pattern in the shipped outfits; many vanilla clothing items appear in multiple outfit definitions.

What happens if a referenced clothing item is not loaded?

If a GUID in the Items array does not correspond to any loaded clothing item, the preview system logs a warning and skips that entry. The remaining items in the array are still rendered. The preview character appears with some slots filled and others using their default appearance.

Do outfit assets support Mythical effects?

No. Mythical effects are configured on individual clothing items through the item's own .dat fields and prefab hierarchy, not through the outfit asset. If a clothing item has a Mythical effect configured, that effect will appear in the outfit preview render because the preview system equips the actual clothing items. The outfit asset itself has no mythical effect fields.

Can I create an outfit asset without any clothing items?

Technically yes, but a zero-item outfit asset is not useful. The Items array can be empty, in which case the preview character appears in its default state with no additional clothing. The official documentation does not specify a minimum array length.

Are outfit assets supported on all platforms?

The outfit preview system is available on all platforms that Unturned™ runs on (Windows and Linux for the dedicated server, Windows for the full game). The F1 Workshop menu is present in the full game client on all supported operating systems.

How do I remove an outfit asset from a mod?

Delete the outfit asset's folder from the mod's asset directory. If the folder is part of a master bundle, remove the corresponding asset from the Unity project and rebuild the bundle. The game detects removed assets at the next startup.

Advanced considerations

Outfit assets for server branding

Private servers and roleplay communities can use outfit assets to generate branded promotional materials. By creating outfit assets that represent the server's faction uniforms or themed character appearances, server administrators can generate preview images for use on the server's website, Discord server, or Steam group page. The preview images are generated through the F1 menu and can be captured using the operating system's screenshot tool.

Outfit assets in Unity project organization

For mod projects that include multiple clothing items and outfit assets, the recommended Unity project organization follows the vanilla pattern: source files in Assets/Game/Sources/Items/Outfits/<OutfitName>/ and bundle export files in Assets/CoreMasterBundle/Items/Outfits/<OutfitName>/. Each clothing item within the outfit gets its own subfolder prefixed with the outfit name, such as Cultist_Mask/ inside the Cultist/ outfit folder.

Outfit assets and the workshop metadata file

When submitting a curated item bundle that includes an outfit asset, the outfit asset's folder should be included in the Unity package export alongside the individual clothing item folders. The curator who reviews the submission can then generate the outfit preview image using their local game client. The outfit asset does not need to be published to the Steam Workshop separately; it is a supporting file in the curation workflow.

Appendix A: Outfit asset .dat template

Metadata
{
  GUID <32-character-hexadecimal-GUID>
  Type SDG.Unturned.OutfitAsset
}
Asset
{
  Items
  [
    // <slot description>
    "<clothing-item-GUID-1>"
    // <slot description>
    "<clothing-item-GUID-2>"
    // <slot description>
    "<clothing-item-GUID-3>"
  ]
}

Appendix B: English.dat template

Name <Outfit Display Name>

Appendix C: Outfit composition reference table

The table below lists the clothing slot occupancy for each shipped outfit, showing which clothing item types each outfit includes.

OutfitShirtPantsHatMaskBackpackVestGlassesOther
AnalogDetectiveYesYes--YesYes-Head accessory
Arid_ScoutYesYesYes----Bandana, Binoculars, Medbag
Arid_TouristYesYes--Yes-YesPack, Pockets
ArtistYesYes-----Canvas prop, Ripped
AuroraSkierYesYesYes-Yes-YesShovel
AutumnComfortsYesYesYes-Yes---
BeekeeperYesYesYes-Yes--Belt
BreakfastYesYesYes---YesTie
Cali_JournalistYesYesYes-Yes-YesTape Recorder
Cali_MercenaryYesYesYesYes---Heavy Rig
CanyonArena_CowboyYesYesYes-Yes--Belt
CanyonArena_MilitiaYesYesYes--Yes-Bandana
ChickenYesYes-Yes---Chick
CultistYesYesYesYesYesYes--
DemonYesYes-----DemonHead, DemonHorns, DemonTail
ExecutionerYesYesYes-YesYes--
GothYesYes-----Raven
GuanYuYesYesYesYesYesYes--
HooliganYesYesYes----Lollipop, Tie
InfernalYesYes-----Armor, Core, Skull, Teeth
LimeTracksuitYesYesYes-Yes---
LonelyMusicianYesYesYes----Guitar, Sombrero, Boots
LuBuYesYesYes-YesYes--
PharaohYesYesYes----Necklace
PirateCaptainYesYesYes----Beard, Cannon, Coat
PlagueHunterYesYesYesYesYesYes-Cloak
ShroomyYesYesYes-Yes--Belt
StrawberryWaitressYesYesYes----Apron, Hair Bow
WanderingWizardYesYesYesYes---Coat, Spellbook
ZhugeLiangYesYesYes-YesYes--

Appendix D: External references

Authoring checklist

Before including an outfit asset in a mod submission, confirm the following:

  • [ ] GUID is unique and freshly generated for this outfit asset
  • [ ] Type is set to SDG.Unturned.OutfitAsset
  • [ ] Each GUID in Items array corresponds to a valid, loaded clothing item
  • [ ] English.dat is present with a Name field for the display name
  • [ ] Comments in the Items array label each GUID with its clothing slot
  • [ ] The outfit asset folder follows the vanilla naming convention
  • [ ] Tested in-game through F1 Workshop menu: all items appear in preview
  • [ ] For curated submissions: outfit asset is included in the Unity package export

Testing an outfit asset in-game

The testing workflow for verifying a custom outfit asset is a straightforward process that confirms the outfit appears in the F1 menu and renders correctly with all expected clothing items.

Step 1: Confirm the asset is loaded

Launch Unturned™ and navigate to the main menu. Press F1 to open the Workshop section. The outfit preview option should be available in the Workshop menu panel. If the Workshop section does not load or the outfit preview option is missing, the asset file may have an incorrect folder location or an invalid Type field.

Step 2: Locate the outfit in the selection list

In the outfit preview interface, browse the outfit selection list. The outfit should appear with the name specified in the English.dat file. If the outfit name appears as a file path instead of a display name, the English.dat file is missing or does not contain a Name field.

Step 3: Select the outfit and inspect the preview

Select the outfit from the list. The preview character should appear wearing all the clothing items whose GUIDs are in the Items array. Rotate the preview camera to inspect the character from all angles. Confirm that each expected clothing item is present on the correct body part.

Step 4: Verify each clothing item

If a clothing item is missing from the preview, note which slot is empty. Check the corresponding GUID in the Items array against the actual GUID in that clothing item's .dat file. Common causes include a typo in the GUID, a GUID that belongs to a non-clothing item type, or a clothing item that is not loaded because its mod is not installed.

Step 5: Verify the preview image capture

The F1 menu outfit preview supports generating a still image of the rendered character. Confirm that the generated image correctly shows all clothing items. This image is the primary deliverable for curated item submissions.

As shown in the flowchart above, the testing workflow is a linear process with two potential failure loops: missing outfit entries and missing clothing items. Both failure modes are diagnosed by checking the asset's Type field and the Items array GUIDs.

Glossary

TermDefinition
OutfitAssetAn asset class that defines a collection of clothing item GUIDs for preview image generation.
Items arrayA list of asset pointers (GUIDs) referencing clothing items that compose the outfit.
Asset pointerA 32-character hexadecimal GUID that uniquely identifies an asset in the game's registry.
Preview imageA rendered composite image of a character model wearing all items in the outfit.
Clothing slotA specific body position where a clothing item can be equipped (shirt, pants, hat, mask, etc.).
F1 menuThe Workshop menu accessed by pressing the F1 key from the main menu.
Curated itemA community-created cosmetic submitted to the Steam Workshop stockpile for consideration.
StockpileThe in-game item store where curated cosmetics are sold.
Unity packageA .unitypackage file used to transfer Unity project assets between projects.
Master bundleA Unity asset bundle file that packages game assets for runtime loading.

Cross-references

Outfit asset design patterns

The following design patterns represent recurring approaches to outfit asset composition that the shipped outfits demonstrate. Each pattern serves a different presentation goal.

The complete ensemble pattern

This pattern fills every available clothing slot (shirt, pants, hat, mask, backpack, vest, glasses) to create a fully unique character appearance. The Cultist and PlagueHunter outfits are examples of this pattern. The preview image shows no default clothing, which makes this pattern ideal for promotional materials that should show a complete character design.

The thematic accessory pattern

This pattern focuses on a small set of distinctive accessories rather than a full clothing set. The Goth outfit (3 items: pants, top, raven) exemplifies this approach. The preview character appears partially in default clothing with a few distinctive accessories. This pattern is appropriate for outfits where the accessories are the primary design feature.

The role identification pattern

This pattern uses outfit composition to visually identify a character's role or profession. The Cali_Journalist outfit includes a tape recorder and messenger bag that identify the character as a journalist. The LonelyMusician includes a guitar and sombrero. This pattern is useful for multiplayer servers with roleplaying elements where visual role identification is important.

The cultural reference pattern

This pattern draws inspiration from historical or mythological figures. The GuanYu, LuBu, ZhugeLiang, and Pharaoh outfits reference specific cultural or historical archetypes. The outfit composition includes items that evoke the reference figure while remaining within Unturned's art style constraints.

Document history

VersionDateAuthorNotes
1.02026-07-2657 StudiosInitial publication. Complete OutfitAsset field reference, 32-outfit composition table, preview workflow, curated submission integration.