UCC + UIS: Equip Not Working, Drop Behavior Incorrect & Integration Question

Hi,

As you can see in the attached video, I’ve copied the UIS schema from the demo and added it to my player. Everything seems to be working fine in general: I can pick up items, see them in the inventory, and the save/load system works correctly. The “Move” and “Drop” options in the inventory menu are also working.

However, I’m having issues with equipping items. When I press “Equip”, nothing happens.

I’m feeling a bit lost at this point.

I’m also showing in the video how, following your UCC tutorials, I created my own item (“My Hammer”). I can pick it up and the animations work correctly. But there’s a problem: after picking it up once and then dropping it, I still keep the weapon and can continue attacking with it. I would expect the item to be removed from my inventory when dropped.

What I would like to achieve is the following:
  • When I pick up a weapon (sword, hammer, etc.), it should go into the inventory.
  • When I press “Equip”, it should equip, and only then I should be able to use it (attack).
  • When I drop a weapon, it should be removed from my inventory.
  • Potions: I want to be able to pick them up, use them from the inventory, and have them affect my UCC Character Health.
  • Weapons: I don’t necessarily need a full equipment slot system, but I do need proper inventory behavior (pickup, equip to use, drop to remove).
My main question is:

Do I need to use the UCC–UIS integration to achieve this, or is there a simpler way to set this up without it? I’m having some trouble understanding the purpose and workflow of the integration.

Sorry for all the questions, and thank you very much for your help!

Best regards,
Joan
 

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Hey Joan!

Thanks for reaching out.

So from your video I can see some issues with your setup.

You have an Inventory component from the base UCC system on your character, and no UIS inventory component.
When using the integration you want to replace that by an CharacterInventoryBridge component and a add UIS Inventory component on your player gameobject

We explain the advantages of using the integration at the start of this intro video:

I also recommend you check out the integration demo scene so you can see how the character is setup there.

Once you have the correct setup for your character, you'll be able to use the CharacterEquipItemAction from the Inventory UI which will allow you to correctly equip/Unequip the item.
Dropping the item will also automatically unequip it.

Potions can be UIS only items if you only whish to use them from the UI. No need to make a characterItem out of them. There is an ItemAction for affecting Character attributes. Check out the HealthPack items in the integration demo scene and the associated ItemAction in the UI

Up to you if you wish to have equipment slots or not for your character. On the UIS side you can simply use a normal ItemCollection to store your equipped items. Having an ItemSlotCollection simplifies it a bit as it automatically replaces items when you equip a weapon and you only have a single weapon slot, so you don't need to write custom logic for equipping/unequipping yourself

I hope that helps :)
 
Hey Joan!

Thanks for reaching out.

So from your video I can see some issues with your setup.

You have an Inventory component from the base UCC system on your character, and no UIS inventory component.
When using the integration you want to replace that by an CharacterInventoryBridge component and a add UIS Inventory component on your player gameobject

We explain the advantages of using the integration at the start of this intro video:

I also recommend you check out the integration demo scene so you can see how the character is setup there.

Once you have the correct setup for your character, you'll be able to use the CharacterEquipItemAction from the Inventory UI which will allow you to correctly equip/Unequip the item.
Dropping the item will also automatically unequip it.

Potions can be UIS only items if you only whish to use them from the UI. No need to make a characterItem out of them. There is an ItemAction for affecting Character attributes. Check out the HealthPack items in the integration demo scene and the associated ItemAction in the UI

Up to you if you wish to have equipment slots or not for your character. On the UIS side you can simply use a normal ItemCollection to store your equipped items. Having an ItemSlotCollection simplifies it a bit as it automatically replaces items when you equip a weapon and you only have a single weapon slot, so you don't need to write custom logic for equipping/unequipping yourself

I hope that helps :)


Hi,

I have a question regarding which Inventory Database I should be using when working with UCC and UIS integration.

I currently have two databases:

  • The Integration Demo Inventory Database
  • The Demo Inventory Database from UIS
I’m not sure which one is the recommended approach.

From what I see, the UIS Demo Inventory Database already contains more items prepared, and I find it more complete and convenient to use. However, I’m not sure if it is fully compatible with the UCC integration.

Would you recommend using the Integration Demo Inventory Database as a base, or is it perfectly fine to use the UIS Demo Inventory Database instead?

If I use the UIS Demo Inventory Database, what would I need to modify to make it fully work with UCC (for example, equipping weapons or using items like potions)?

I’ve attached a screenshot showing both databases for reference.

Thanks a lot for your help!

Best regards,
Joan
 

Attachments

Hi Joan.

You should always be making your own inventory database.

If you are using the integration I recommend duplicating the Integration demo database as it contains the attributes for your Character Item Prefabs.
But this is not necessary. You can make one from scratch or duplicate the UIS demo database and add the necessary attributes needed for the Character item.

I hope that helps. Best of luck :)
 
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