Currency and Items are seperate things.
1 Gold item =/= 1 Gold Currency.
So picking up 1 gold item will not give you 1 gold currency. The way you've set things up the best you can do is sell the gold item in the shop to get 1 gold currency.
The system has both an ItemPickup and a CurrencyPickup (Checkout the demo scene, or the pickup feature scene). These are seperate components.
Currency is stored in the CurrencyOwner
Items are stored in the Inventory (ItemCollections)
So to add currency directly to the player in code you would do
Code:
ownerCurrencyCollection.AddCurrency(goldCurrency, 10);
There are code examples here:
The currency feature built into the inventory system allows for shops to buy, sell and exchange items from one inventory to another. Each project can . . .
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And to add items you would do:
Code:
inventory.AddItem(goldItem, 10);
The Item class is the core of the inventory system. Items are simple objects (not a MonoBehavior or Unity Object) which can be unique or . . .
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You mentioned having multiple Gold items instead of a stack of gold items. Items stack when their category is Common and Immutable. Make sure you understand the difference between common, unique, immutable and mutable items. It is very important to get the expected results. You can read their definitions here:
The Ultimate Inventory System is a very flexible system allow you to create any type of inventory. Usually the more a framework is flexible the . . .
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and here
Item Categories are used to organize the Item Definitions. The editor allows you to create and edit your existing Item Categories. The Item Category editor . . .
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