Art assets and data dictionaries for use with the PUBG API.
Everything provided in this repository must be used according to the Terms of Use and Player-created Content.
Most of the names of files here and the values within them are intended to match up exactly with the data. This means that any typos in the data will show up here as well just to be consistent.
The casing for file, folder, key, and value names is consistent with the data. In cases where there was no specific, case such as the Assets
folder, we chose to line them up with the casing around them. So Assets
starts with an uppercase letter because the folders and files within it do as well.
Data found in the dictionaries
folder will not be found in the enums
folder and vice versa. The difference between them is whether the possible values need to be mapped to a shorter, more human-readable name. The folders are explained further below.
The Assets
folder contains art assets for equipment, weapons, and more. Assets for data found in the telemetry will have the same file name. For example, Item_Attach_Weapon_Lower_AngledForeGrip_C
in the telemetry will match up to Item_Attach_Weapon_Lower_AngledForeGrip_C.png
.
Where applicable, image assets are organized at the top level by the telemetry object in which they appear. Assets that do not have a corresponding telemetry object will just be sorted into appropriately named folders (Icons, Maps).
Item image assets are organized by the category, and subCategory in which they appear within the telemetry data. For example, Item_Attach_Weapon_Lower_AngledForeGrip_C.png
from the previous example can be found in Assets/Item/Attachment/None/
(Assets/$telemetryObject/$category/$subCategory
).
The Assets/Icons
folder contains HUD icon images organized by category and subCategory just like regular assets. Since HUD icons are black and white, they don't need different versions for skins. To keep the naming somewhat consistent with the telemetry values, icons that have multiple skins use a fake skin ID of 00
. For example, the icon for Item_Head_E_01_Lv1_C
and Item_Head_E_02_Lv1_C
where 01
and 02
represent the item's skin is Item_Head_E_00_Lv1_C
.
The dictionaries
folder contains files that map some of the longer and confusing data names from the telemetry to shorter human-readable versions. The name of each mapping file corresponds to a key in the telemetry data. Each key in the mapping files is a possible value for the key corresponding to the file name in the telemetry data. The value of each key in the mapping files is the shortened human-readable name for that value in the telemetry data. For example:
Here is an example line from the telemetry data:
"itemId": "Item_Attach_Weapon_Stock_SniperRifle_CheekPad_C"
We look at the key here to determine the mapping file. In this case, it is itemId
, so we need to look in itemId.json
. Within this mapping file, there is the following entry:
"Item_Attach_Weapon_Stock_SniperRifle_CheekPad_C": "Sniper Rifle Cheek Pad"
Here we find that the pretty name for Item_Attach_Weapon_Stock_SniperRifle_CheekPad_C
is "Sniper Rifle Cheek Pad".
Dictionaries are organized by data type (telemetry, match, ...) and telemetry object type (item, vehicle, ...). For example, itemId
from the previous example would be found in dictionaries/telemetry/item/
.
The enums
folder contains files with an array of possible values for the telemetry data key associated with each filename. For example:
Here is a basic schema for the item object found throughout the telemetry data:
{
"itemId": string,
"stackCount": int,
"category": string,
"subCategory": string,
"attachedItems": [ItemId, ...]
}
Similar to how dictionaries work for values of itemId
, we can look up all of the possible values for category
and subcategory
in category.json
and subcategory.json
respectively. The difference here is that the possible values do not need mapping because their meanings are straightforward.
Enums are organized by data type (telemetry, match, ...) and telemetry object type (item, vehicle, ...). For example, category.json
and subcategory.json
from the previous example would be found in enums/telemetry/item/
.
Since the start and end dates for seasons are not available at the /seasons endpoint, we have made them available in seasons.json
. The dates are in the format MM-DD-YYYY. If the season's endDate is 00-00-0000
, then that season is in progress.
Survival Titles, their sublevels and associated points range, and whether a player can be demoted from each level is listed within survivalTitles.json
. The titleNumber
and level
are used for playerSeason.attributes.gameModeStats.{gameMode}.rankPointsTitle
.
Community contributions and feedback are welcome! Please feel free to submit an issue if there is something missing or not quite right, and we will take a look as soon as we are able.