First you'll need to set up a public reference to an AttachedContainer in Inventory.cs. (give it a name representing the container, such as "LeftPocket"
Then, add an attachedContainer script on the prefab with the inventory script(such as Human) wherever you want it to be. To set up the container, you can draw inspiration from containers already set up on the Human prefab such as the left hand container on hold.l game object.
Set up a reference in inventory editor to your newly created AttachedContainer.
It's all good !
Now if you want to interact with this container through a similar UI as the one for hands or pockets, you'll have to check up our UI guide coming soon.
Inventories represent in part what player can hold on themselves, including clothes, what they have in hand, in their pocket, in their bag, but also what they can access through a container. When a player open a toolbox and use an interaction to view it, the toolbox's container become a part of the player inventory as long as the player is observing the content of the toolbox.
Inventories in SS3D rely on the container system. Every container on a player and every container viewed by the player is part of its inventory.
The inventory is currently responsible for the following functionalities :
Transferring an item to a container, eventually in a given slot.
Spawning an item from a container back in the world.
Firing the open animation when a container is added first to an inventory.
Switching between activated hands.
Adding and removing container to itself, firing event when doing so.
Checking server side some of the above can be done by a client asking to perform those actions. That would for instance include checking if a player can interact with their hand with a given container.
Containers UI are depending a lot on the inventory system, when adding a container to an inventory, it's UI(if it has one) will be displayed.
The Roles System depends on it as well, as it needs to spawn role items in the inventory at the beginning of the round.