1. Physical Currency (Default)
Currency exists as normal inventory items (e.g., Gold Coin, Silver Coin).Characteristics
- Stored as items inside player inventory
- Consumes inventory space
- Can be dropped, traded, looted, or stolen
- Visible directly in the inventory UI
- Behaves like any other item (weight, stack limits, etc.)
- Supports multi-denomination via separate item types
Best For
- Survival/RPG games where items have physical presence
- Games with weight/encumbrance mechanics
- Systems where thieves, loss, or dropping money is intended
- Worlds where gold should feel tangible
Setup
- Go to your PlayerProfile component in your player controller.
- Make sure Physical Currency is selected
- Set a reference to your physical coin item and then set the tag (Items.Currency for example)
2. Virtual Currency
Currency is stored as a single integer value in a component rather than as inventory items.Characteristics
- No inventory slots used
- Cannot be dropped or stolen
- Easy to save/load (via ISaveable integration)
- Supports multi-denomination display (e.g., “1g 3s 18c”)
- Eliminates bag clutter and change-making logic
- Works well with UI-driven shop systems
Multi-Denomination Conversion Example
Best For
- MMO-style economies
- Games prioritizing clean UI and simple management
- Systems with heavy trading or automated markets
- Mobile-friendly experiences
Setup
- Go to your PlayerProfile component in your player controller.
- Make sure Virtual Currency is selected
- Add the PlayerCurrency component to your player controller
- Set a reference to your physical coin item and then set the tag (Items.Currency for example)
Currency Mode Comparison
| Feature | Physical Currency | Virtual Currency |
|---|---|---|
| Storage Location | Inventory items | Integer stored on component |
| Consumes Inventory Space | ✔️ Yes | ❌ No |
| Can Drop / Trade | ✔️ Yes | ❌ No |
| World Pickups | Adds items to inventory | Auto-converts to virtual balance |
| Multi-Denomination | Multiple item types | Automatic formatting |
| Making Change | Manual or item-based | Automatic |
| Save / Load | Through inventory system | Through ISaveable component |
| Immersion Level | High (physical coins) | Low/Medium (abstract coins) |