Supermarket SimulatorSupermarket Simulatorwiki
In-game picture from Supermarket Simulator showing customers paying at the checkout counters, used to illustrate Barcodes, the scanner and the discount label.
Picture taken from the game to identify this item; it remains the property of the developer or the person who uploaded it, and is credited in the picture sources.

Checkout · Supermarket Simulator · read from a local copy

Barcodes, the scanner and the discount label

A barcode is an object the game spawns, with a spawner and a way of dragging it.

Supermarket Simulator makes the barcode an object rather than a marking: the game spawns one for a product, lets you drag it onto the scanner, and keeps a second, green label for discounted goods.

What the game establishes

In play

In this shop a barcode is a thing you handle rather than a marking printed on the box. The game has a barcode object, a spawner that produces it and a way of dragging it, which is why scanning is an action you take rather than a menu choice you make.

The scanner is a device of its own. It has its own interaction and its own networked version, so in a shared shop the game can show one player scanning without letting the other do it by accident.

A hint handler tells you what the scanner expects. The same device keeps a helper for its input hint, which is how the game prompts you at the till rather than leaving you to guess at a button.

Scanning produces a sale item. What you scan is recorded as a sale item on the scanner rather than quietly changing a total, which is why an item that went through wrongly can still be dealt with before the customer pays.

Discounts have a barcode of their own. The game ships a second label picture for discounted goods, and the discount side of the shop has a manager and a panel of its own, so a reduced product is not simply the ordinary label with a smaller number behind it.

The scale shares the same work. One of the game's task records applies a barcode at the scale, so weighing a loose item and scanning a packaged one belong to the same flow rather than two separate jobs.

The till itself is a set of named parts: a belt, a belt grid, a drawer, a change manager and a screen, and a checkout carries a type, which is how the game tells an ordinary till from the self-service one.

The two labels beside this entry are the game's own: the one it spawns for a product and the green one it keeps for discounted goods.

What this entry does not tell you: how the digits on the label are generated, what they mean, or how a discount is calculated. We have not verified those, so we do not print them.

Related

Version and sources

A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 1.6.0 (223).