A shared abstraction library for the vrs_ resource ecosystem — write gameplay code once and run it on QBox, QBCore, or ESX with auto-detected inventories, targets, notify systems, and vehicle keys.
vrs_bridge is a shared abstraction library for the vrs_ resource ecosystem. Write your gameplay code once against vrs_bridge and it runs on QBox, QBCore, or ESX, with every common inventory, target, UI, and vehicle-key system auto-detected underneath it.
Config.Detection is an ordered list per subsystem. The first started resource wins. Add a row to support a resource we didn’t list, this file, plus shared/detect.lua, stay open after escrow specifically so you can.
Fires once per character session on any framework (event + safety-net poller, deduped). Already-loaded players are replayed to new subscribers. Handlers are auto-removed when your resource stops.
GiveVehicleKeys(src, vehicle) / RemoveVehicleKeys(src, vehicle), server-side, vehicle must be a networked entity.
The handler maps live in the open files server/vehiclekeys.lua and client/vehiclekeys.lua. Every handler is pcall-guarded, a wrong export logs a warning, never crashes, and adding a new system is one row in Config.Detection.vehiclekeys plus one handler entry. Systems with client-only exports are relayed to the player’s client automatically.
CreateThread(function() assert(exports.vrs_bridge:GetVersion(), 'vrs_bridge not running') -- or hard-assert a minimum: -- exports.vrs_bridge:AssertVersion('1.0.0')end)