HELIX Docs
Platform API

Inventory & Items

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

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

Items, products, listings & collectibles — what's what

The one distinction to get right

A universal item is the thing a player owns. A distribution and a world product are two different ways to sell something. A collectible is a scarce, serialized edition of an item that resells peer-to-peer. They're easy to conflate — this table is the difference.

ConceptWhat it isBought withPrice comes from
Universal itemThe asset itself — placeable / wearable / tradeable, owned across every world & runtime. The noun everything else points at. An item id is never a purchase reference.— (you own it)its distributions
DistributionA creator's primary offer of an item: price in LIX or Coins, per-player cap, claim cap, optional window. Registered for one world (a dkey) or public.Helix.marketplace.purchaseDistributionKey(key) / purchaseDistribution(id)the distribution, server-side
World productA purchasable a world registers (Roblox "developer product"): passes, world currencies and consumables. Never grants a universal item.Helix.marketplace.purchaseProduct(productKey)the product's priceLix, server-side
CollectibleA scarce, serialized edition of an item. First issued through a distribution up to its fixed supply, then resold peer-to-peer on the Marketplace.a distribution, then a listing (purchaseListing(listingId))the distribution, then the seller's listing

The universal item

The shape every owned item, marketplace listing, and grant target shares. Items are created through the publish pipeline (CLI / MCP / POST /api/v1/universal-items) and read by worlds via Helix.inventory.

Prop

Type

Field enums

Universal = cross-world + cross-runtime

The same owned item works in every world and renders on every runtime via its per-runtime assets. hasItem(id) is true regardless of which world or creator asks — that's what makes VIP / season passes work across creators.

Reading inventory

Prop

Type

Outside the shell (a world opened directly) every read resolves empty: false, 0 or [].

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

Execution tiers

The most important thing to understand about items is who is allowed to run their logic. HELIX reasons about it in four tiers. They are a design model, not a field: no item carries a tier value.

Prop

Type

The golden rule, restated

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

Consuming an item (Tier 3)

Contract, not shipped API

The Web SDK's Helix.inventory is read and equip only: hasItem, getQuantity, getMyItems, equipItem. Consuming a universal item is a designed contract, not a shipped route: neither the SDK nor the backend exposes it today. For world-local balances use Helix.purchases.consume.

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

// designed contract only: not in the SDK or the backend today
const result = await Helix.inventory.consumeItem({
  itemId: 'health_potion_001',
  quantity: 1,
  idempotencyKey: requestId,
});
// result.mintResults describes any items/currency atomically granted in return

Item behaviour

Interactive behaviour (state, interactions, abilities with onEquip / onUnequip) is specified in Interactive Universal Items, which separates what is live today from the target contract.

Reference

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