What a Gimkit vending machine does

A vending device lets players spend a required resource (Cash or custom tokens) to receive an item or trigger an action via channels (open doors, buffs, spawns). You control visibility, interaction timing and stock scope (Player/Team/Global).

Step-by-step Setup

1

Open Creative & select your map

From Gimkit: Creative → open or create the map. Confirm you have editor rights to place devices.

2

Place a Vending Machine device

Devices → Vending Machine. Place it where players should interact. For hidden buys, ensure proximity area is precise.

3

Set Required Item & Amount

Choose the currency (e.g., Cash) and amount (e.g., 100) the player must spend.

4

Choose Purchase Action: Grant Item or Transmit

Grant Item provides a physical item. Transmit On Channel triggers non-item behavior (open door). If transmitting, wire the channel to the target device.

5

Set Stock & Scope

Enable Limited Stock to cap purchases. Scope options: Player (per player), Team (per team), Global (shared). Use Deactivate After Purchase for one-time events.

6

Visibility & Interaction Time

Toggle Visible In-Game. Choose interaction: instant vs hold (1–3s). Use hold for higher value items to reduce accidental buys.

7

Wire channels and test

Connect your vending channel to the target device (door open, buff). Test in Play mode with multiple players to confirm behavior.

Non-Item Purchases — transmit actions

Use Transmit On Channel when the buy should trigger an effect (unlock gate, enable buff, start event) rather than grant a tangible item.

Required Item
Cash
Required Amount
100
Purchase Action
Transmit On Channel GATE_OPEN
Stock
1 (Scope: Global)
Visible In-Game
On or Off (hide for secrets)

In-game Look & Interaction tips

Visible In-Game

Show the device for obvious kiosks; hide it for secret purchase points. If hidden, add subtle in-world hints to guide discovery.

Item Icon & Label

Set a clear icon and label so players know what they buy — crucial for hidden machines.

Interaction Time

Use hold (1s) for important buys to avoid accidental spends; instant for low-cost items.

Feedback

Give a clear on-screen message and sound when purchase completes (“Gate unlocked!”). Visual effects add polish.

Hidden vending machines — Secrets & Easter Eggs

Hidden vending encourages exploration. Use subtle cues and strong discovery feedback so players feel rewarded rather than frustrated.

How to hide
Turn Visible In-Game off and rely on a tight proximity trigger. Add a faint hint (poster, crack, light).
Discovery feedback
Show a message + animation when purchase succeeds (e.g., “Secret unlocked!”).
Stock config
Stock 1, Scope Global, Deactivate After Purchase = On (one-time secrets)

Limited stock — balance & scarcity

Limited stock controls how many times an item or action can be purchased. Choose scope to fit your design: Player, Team or Global.

Player scope
Each player has independent stock (good for consumables).
Team scope
Each team shares stock (good for team power-ups).
Global scope
Single shared pool for all players (use for unique secrets).
Deactivate After Purchase
Toggle to disable machine after first buy (use with Global).

Full Workflow Example — Secret Gate

  1. Place vending near corridor exit.
  2. Required Item = Cash; Amount = 150.
  3. Purchase Action = Transmit On Channel UNLOCK_GATE.
  4. Stock = 1; Scope = Global; Deactivate After Purchase = On.
  5. Wire UNLOCK_GATE to gate’s Open input and test.

Settings Template

Device
Vending Machine
Required Item
Cash
Required Amount
150
Purchase Action
Transmit On Channel SECRET_PURCHASE
Limited Stock
Yes — Stock 1
Stock Scope
Global
Deactivate After Purchase
On
Visible In-Game
Off
Interaction Time
Hold 1s

Checklist & practical tips

  • Test all scopes (Player/Team/Global) with multiple players before publishing.
  • Use a short hold for high-cost buys to prevent accidental spending.
  • Hide secrets with subtle environmental hints so players can find them without frustration.
  • Name channels consistently: UNLOCK_GATE, BUFF_TEAM, SECRET_PURCHASE.
  • Playtest with expected player counts and adjust stock or pricing as needed.