Ultimate Character Controller
Use the Ultimate Character Controller integration when Ultimate Inventory System should own Item identity, amounts, collections, menus, and saved inventory while Ultimate Character Controller equips, animates, and uses the corresponding Character Items.
This page is the UIS-side setup route. The complete Ultimate Character Controller integration guide is the canonical reference for bridge fields, Item Set Rules, modules, events, save behavior, and developer boundaries.
Version scope
This workflow applies to Ultimate Inventory System Version 1 and Ultimate Character Controller Version 3. Opsive released Ultimate Inventory System 1.3.8 and Ultimate Character Controller 3.3.6 on June 24, 2026.
The checked-in bridge inspected by the canonical guide identifies itself as integration 3.0.5 and declares minimums of Ultimate Inventory System 1.2.16+ and Ultimate Character Controller 3.0.10+. A bridge downloaded later may contain newer compatibility fixes without changing those historical minimums. After updating either product, use the downloaded bridge’s Integration Inspector and source as the compatibility authority.
Ultimate Inventory System Version 2 and Ultimate Character Controller Version 4 use different development APIs and are outside this page’s scope.
This version record was reviewed on August 24, 2026.
Before you begin
- Install both released products and let Unity compile before importing the integration.
- Select the UIS database used by the scene’s Inventory System Manager.
EmptyCharacterInventoryDatabaseis a useful starting point because it includes Equippable, Ammo, Single Item, and Multi Item. - Create the character with Tools > Opsive > Ultimate Character Controller > Character Manager. The integration converts an existing scene character; it does not create one.
- Save the scene and keep a source-control checkpoint. Setup Character replaces the standard character-controller Inventory and Item Set Manager with their integrated counterparts.
Install and inspect the bridge
- Sign in to Opsive Downloads and download the Ultimate Character Controller integration for Ultimate Inventory System.
- Remove a copied older bridge, then import the downloaded package after both products compile.
- Open Tools > Opsive > Ultimate Inventory System > Integrations Manager.
- Select Integration Inspectors > Ultimate Character Controller.
- Confirm that the displayed bridge requirements match the installed product versions and that the Console has no errors.
Use the included demo as a reference for collections, Item Set Rules, pickups, Item Actions, and bindings. Keep the project database, character, Items, and UI outside integration-owned sample content.
Connect the character
- Put the Ultimate Character Controller character in the scene.
- In UIS Integrations Manager, open Ultimate Character Controller > Character Setup.
- Assign the scene object to Character. Setup Character is available only when the object has Ultimate Character Locomotion.
- Select Setup Character and wait for the success message.
- Inspect the converted character before configuring Items.
The standard setup creates these UIS Item Collections:
| Collection | Purpose |
|---|---|
| Default | Main Bag for Items that are not equipped. |
| Equippable Slots | Equipped Item Slot Collection with Primary, Secondary, and Tactical slots. |
| Equippable | Bridge collection for equippable Items outside that generated slot layout. |
| Loadout | Items supplied by the configured loadout rather than restored save data. |
It also adds Character Inventory Bridge, Inventory Item Set Manager, Inventory Identifier, Item User, Currency Owner, Inventory Interactor, and Inventory Bridge Saver. Existing Ultimate Character Controller Item Set abilities remain on the character.
Create one equippable Iron Sword
- In Ultimate Character Controller Item Manager, create the Iron Sword Character Item prefab.
- In the UIS database, make Iron Sword inherit from Equippable and Single Item. Single Item supplies the
GameObjectItem Definition attribute namedPrefabs. Use Multi Item only when one definition needs several Character Item prefabs. - Assign the Character Item prefab to Iron Sword’s
Prefabsvalue. - On Character Inventory Bridge, confirm that Equippable Category, Character Item Prefabs Attribute Name, and the collection names match the UIS database and converted character.
- On Inventory Item Set Manager, add an Item Set Rule that permits Iron Sword in the intended Ultimate Character Controller slot.
- Add the integration’s Character Equip Unequip Item Action to the Item Action Set used by the UIS Equipment UI.
The UIS Inventory remains the source of truth. When Iron Sword enters a bridge collection, Character Inventory Bridge reads the Prefabs attribute, creates or finds the Character Item, and asks Inventory Item Set Manager to recompute valid Item Sets. Ultimate Character Controller then owns the visible Character Item, equip/use abilities, animation, and slot behavior.
Use Item Binding when a persistent UIS value such as Attack or Durability must control a property on the spawned Character Item.
Keep one owner for each responsibility
| Responsibility | Owner |
|---|---|
| Item identity, amount, attributes, Bag, Equipment, Currency, and inventory UI | Ultimate Inventory System Inventory |
| Synchronizing bridge collections with Character Items and Item Sets | Character Inventory Bridge and Inventory Item Set Manager |
| Character Item prefabs, slots, equip/use abilities, animation, and item states | Ultimate Character Controller |
| Input used by UIS Item Actions | Item User through the character’s Opsive player input |
| Inventory contents and active Item Sets across save/load | Inventory Bridge Saver plus Inventory System Manager Item Saver |
Do not keep the standard Ultimate Character Controller Inventory as a second Item owner. Do not add the standard UIS Inventory Saver to the same converted Inventory as Inventory Bridge Saver.
Editor checkpoint
Before entering Play Mode, confirm that:
- the Integration Inspector reports a compatible bridge and the Console has no errors;
- the character has Ultimate Character Locomotion, UIS Inventory, Character Inventory Bridge, Inventory Item Set Manager, Item User, and Inventory Bridge Saver;
- Default, Equippable Slots, Equippable, and Loadout match the bridge field names;
- Iron Sword inherits from the intended category and its correctly typed Prefabs value references the Character Item prefab;
- an Item Set Rule accepts the sword in the intended slot;
- Item User resolves the correct player’s input;
- every persistent character has a unique Inventory Identifier; and
- Save System Manager has Inventory System Manager Item Saver without a second standard Inventory Saver on the character.
Verify one Iron Sword in Play Mode
- Give the character one Iron Sword in Default. Confirm that the UIS Default collection shows it while no sword Character Item is active.
- Invoke Character Equip Unequip. Confirm that the Item moves to the intended bridge collection, the Character Item appears in the expected slot, and a valid Item Set becomes active.
- Use normal character input. Confirm that the sword’s use ability and animation run while its UIS data remains visible to the Inventory and UI.
- Unequip the sword. Confirm that the Item returns to Default and the Item Set changes according to its rules.
- Equip the sword, save, change the Inventory, and load. Confirm that Inventory contents and the active Item Set restore together.
Troubleshooting
| Symptom | Check | Fix |
|---|---|---|
| The integration is missing or reports missing types | Downloaded bridge requirements, installed product versions, and duplicate bridge folders | Remove the duplicate bridge, compile both products, then import the bridge intended for those releases. |
| Setup Character is disabled | Assigned Character and Ultimate Character Locomotion | Create or update the character with Character Manager, put it in the scene, and assign that scene object. |
| Iron Sword exists in UIS but no Character Item appears | Inherited category, Prefabs type/value, and bridge attribute name | Inherit from Single Item or Multi Item as intended, assign the prefab, and match the bridge field exactly. |
| The Character Item appears but cannot activate | Character Item slot and Item Set Rules | Make the slot and rule agree, then confirm that the rule produces a valid Item Set. |
| Equip changes the UI but not the character | Item Action and destination collection | Use Character Equip Unequip and a collection listed by Character Inventory Bridge. |
| Loading duplicates Items or restores the wrong set | Inventory Saver, Inventory Bridge Saver, and manager Item saver | Keep Inventory Bridge Saver, remove the standard Inventory Saver from that Inventory, and add Inventory System Manager Item Saver. |
Continue with the canonical guide
Use the complete integration guide for Character Inventory Bridge fields, Item Set Rule choices, ammo and pickup modules, detailed saving behavior, events, custom bindings, and integration-specific limitations.