Jaimie: I'll see what I can do re: improved updates. Did you get your update? Or do I need to look into that? Grfxman: What networking solution are you using? I have tried to steer away from the use of external databases. Partly as the original intent focused on ease of use within Unity only and the original scope is for a single player game. For a smaller multiplayer game I could imagine some sort of RPC call setting an owner, with world being one of them? But that being said, as this system works around items in an inventory list on a character, dropped items with a game object would simply need an RPC to instantiate the object. Looting would have to check against multiple characters looting - which would be necessary anyway. An interface similar to a vendor could be used from person to person. ... ... Hmm. Intersting notion of a decentralized item system where each character had a list if their stuff. But if you are trying to make a large multiplayer game where all of your items are held in a single database for access to the characters, i think his system would take a more serious level of customisation. I'd approach it from looking at the backend first, and how you wanted to store and serve your data to your players and then work on the front end after. Worth some thought. How big is your game?