Inventory Extended

Examples

Explore pouch, durability, fuel, and default control examples from the demo scenes.

Examples

The package includes two main example scenes:

List-Based Systems

This scene shows visual scripting systems for List Crafting, List Furnace, and List Dismantle. It covers craftable checks, required resources, smeltable items, output chances, dismantle results, durations, and a quantity slider.

Grid-Based Systems

This scene shows a 2x2 crafting inventory, equipment slots, sorting, a recipe book, a drag-and-drop chest, quick transfer, a 3x3 workbench, Grid Dismantle, and Grid Furnace.

Equipment Preview

The equipment window uses a Render Texture to show the character.

  1. Create a layer named Player if it does not exist.
  2. Assign the Player layer to the main player GameObject and its visual children.
  3. Find the player's RenderTextureCamera child.
  4. Include the Player layer in the camera's Culling Mask.

Equipped items that add visual meshes must also use the Player layer. In each item's On Equip instructions, add Change Layer after applying the visuals and set the layer to Player.

Pouch System

The Pouch example lets an item hold other items. Because Unity does not save instantiated GameObjects by default, the example uses pre-made pouch GameObjects and assigns them through IDs.

The scene contains 20 pouches below:

text
Extended Inventory > Pouches

To add more, duplicate a pouch and regenerate its Remember ID and Local Variables ID. Each pouch item uses these properties:

PropertyPurpose
Pouch-IDStarts at 0 and is assigned to a free pouch by visual scripting.
Pouch-HeightNumber of grid rows.
Pouch-WidthNumber of grid slots per row.
Pouch-FullStarts at 0 and is controlled by visual scripting.

When a pouch with Pouch-ID 0 is hovered, the system picks a free pouch, gives it a unique name, and stores the ID on the item. A pouch with an existing ID shows the contents of its matching GameObject in the tooltip.

If you need instantiated pouches to survive saves, add Persistent Instances to the project.

Durability System

The Durability example uses Item Properties and visual scripting to display and change an item's lifespan.

Add these properties to the Item asset:

  • Durability for the current value.
  • Max-Durability for the maximum value.

When both properties exist, the inventory UI can show a durability bar. Reduce durability when an item is used, such as subtracting 1 each time a weapon is used. Repair by setting Durability back to Max-Durability, or create a partial repair system.

Fuel System

The Fuel example lets items power processing systems such as furnaces. Add a Fuel property to an Item and set how many seconds one item provides.

Processing continues while fuel is available. When it runs out, processing pauses until another fuel item is found.

Default Controls

ActionControl
Open inventoryI
Open menuEsc
Select hotbar slot0 to 9
Cycle hotbarMouse wheel
Use an itemRight-click, such as on a potion
Drop the selected hotbar slotQ
Pick up or place an itemLeft-click
Split a stackRight-click a stack
Place one item at a timeHold right-click
Quick transferShift + left-click
Place an item in a pouchLeft-click a pouch
Take the first item from a pouchRight-click a slot while dragging a pouch