> For the complete documentation index, see [llms.txt](https://docs.gercstudio.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.gercstudio.com/other-components/pickup-items.md).

# Pickup Items

Use the <mark style="color:green;">**Pickup Item**</mark> script to pick up ammo/health kits and weapons. This script has 2 pickup methods: <mark style="color:orange;">**"Raycast"**</mark>, <mark style="color:blue;">**"Collider"**</mark> or both.

To create a pickup object, place it into your scene and add the <mark style="color:green;">**Pickup Item**</mark> script.

![](/files/EUWcaPeYiKEC7jm2B9Y8)

#### Collider mode

When a character enters the area, he picks up an object.

![](/files/-M8rLtlQQPPPjUQ7GPU6)

#### Raycast mode

When the player is in the area and the crosshair is pointed at an object, click on the <mark style="color:green;">**\[E]**</mark> button to pick it up (you can edit the button in the <mark style="color:green;">**Input Manager**</mark> <mark style="color:orange;">**(Tools -> USK -> Project Settings -> Input)**</mark>.

![](/files/-M8rLhtSbXDQ2N_jdHjY)

### Ammo

You can create ammunition that is only suitable for a certain type of weapon.

* In the <mark style="color:green;">**Ammo Name**</mark> variable, write the ammunition name
* In the <mark style="color:green;">**Weapon Controller**</mark> script, write the same name

![](/files/7pv93YRre9je2bDO1sen)

If you leave an empty name, the ammo can be used for any weapon.

{% hint style="info" %}
**In-game tip**

If you pick up ammunition, and there is no suitable weapon in the inventory, it will be saved and hidden; And when you get the required weapon, the ammunition will be displayed.
{% endhint %}
