Ultimate Inventory System
Ultimate Inventory System helps you define items once and use them across inventories, equipment, user interfaces, crafting, shops, pickups, and saved games. Use it when a project needs a modular inventory workflow that can be organized in the Unity editor without requiring code for the core setup. The minimum required Unity version is 2022.3.
The documentation examples use one recognizable database: Consumable and Equippable/Weapon categories; Health Potion, Iron Sword, and Fire Wand definitions; Icon, Description, Attack, Durability, and Buy Price attributes; Bag and Equipment collections; Gold; one shop; and one simple recipe.
Start here
- Follow Installing and Requirements and confirm that UIS, Opsive Shared, and the editor tools compile cleanly.
- Build Your First Inventory with one Health Potion in one Bag collection.
- Add the First Inventory UI and verify that the same runtime Item appears in a generated grid.
- Use The Data Model at a Glance before expanding the database.
- Choose the next route from Choose a Workflow.
Use Getting Started Troubleshooting to trace a missing Item from database registration through Inventory, collection, and UI ownership.
Once that foundation is in place, choose the workflow below that matches what you are building next.
Understand the data model
- Item explains Categories, Definitions, item instances, inheritance, and the terminology used throughout the system.
- Attributes explains the named values that describe items and how those values are inherited or overridden.
- Inventory explains how Item Collections such as Bag and Equipment form an Inventory.
- Currency covers currencies such as Gold and the exchange of items through shops.
Work in the editor
- Editor Window covers creating, finding, organizing, filtering, and removing database objects.
- Inventory System Manager explains the scene-level manager that connects the database and inventory systems.
- Item Objects connects an item to a GameObject for pickups, equipped objects, and other visible world representations.
Build UI and runtime interaction
- User Interface introduces the modular inventory UI and UI Designer workflows.
- Item Actions covers commands a player can perform on an item from an Inventory.
- Input explains how player input opens and controls inventory interfaces.
- Interaction System covers pickups, chests, menus, and other interactions between the player and inventory objects.
- Spawn Player explains setups where the player or inventory UI is created after the scene loads.
Add inventory systems
- Crafting covers recipes, ingredients, and crafting results.
- Save System explains saving and restoring inventory state.
- Scene Transitions covers keeping inventory data when moving between scenes.
- Audio explains inventory-specific audio configuration and the shared Opsive audio system.
- Events lists the event systems available for reacting to inventory changes.
Connect other assets and developer systems
- Integrations routes to supported Opsive and third-party connections.
- ResizeableArrays and ListSlices documents the specialized collection types used by developer-facing inventory APIs.