Both the authored template and the built-in fallback name their ScreenGui
"SurvivalHud", and the fallback fires on a 1s timer if no bars have bound
yet. The dedupe ran only once at startup, so a fallback that raced the
template (more likely now startClient does more before the template copies
in) left two HUDs on screen — a restart usually shuffled the timing enough
to hide it, until it didn't.
Tag the fallback, make the dedupe continuous (re-runs whenever another HUD
appears) and always prefer the authored HUD, and don't build the fallback
when a HUD ScreenGui already exists. Also link the inventory/hotbar demo
video in docs/inventory.md.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Server-authoritative slots+weight inventory, a 9-slot hotbar (keys 1-9),
equipment slots, and a restyleable tabbed menu (functional Inventory +
Character Sheet; Codex/Achievements/Quests scaffolded), built the engine's
way: authored ScreenGui templates + attribute-discovering binders, with a
zero-setup fallback.
- Drag-and-drop is driven by a per-frame cursor poll (immune to the grid
ScrollingFrame that swallows InputChanged) with GUI-inset-corrected drop
hit-testing so releases land on the actual slot.
- Menu key defaults to Tab; the engine frees it by disabling the CoreGui
player roster (ReclaimCoreKeys) and moves the chat to bottom-left so it
clears the top-left HUD (Chat config). Toggle ignores focused TextBoxes.
- Consumables apply onConsume via the stat-effects layer + fire item:use;
gather yields flow into the inventory; pickups auto-pin to the hotbar.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>