Advanced Inventory System Version 3 - Complete Rebuild

Update!!!
I’m waiting for it to get approval on the asset store. It’s now available on my webstore heres the assets and assetstore link : http://forum.unity3d.com/threads/166015-Advanced-Inventory-System-Version-3
webstore link : http://http://digitaleggstudios.webs.com/store.htm

Tech Video is up on youtube now. Link -

Update!!! - Shops are finished and working including their editor. So the system is essentially finished, now it’s just some minor tweaking and It’s ready for sale.

Hello every one, this is something I’ve been working on for about 6 months now and it’s almost complete. It’s a complete re-build of my old Advanced Inventory System Version 2. This new version is still written in C# but is more flexible then version 2 and has way fewer bugs along with a new layout and some new features to the system. Here’s a video link enjoy (Moree detainls at bottom of this post) :

I will be adding some item prefabs and example scripts along with a detailed read-me PDF upon its release. Thanks for watching and as always comments welcome.

Update Video 2 : https://www.youtube.com/watch?v=hRJRrI5CMp4

Update Video 3 : https://www.youtube.com/watch?v=zrITFt6RkFU

Update Video 4 : https://www.youtube.com/watch?v=c_xp-VBVH8s

In this system the user is not required to d much of any thing. This system has an Item database editor where you can create and edit items. Then by pressing the ‘Create Prefab’ button within the editor it will create a ready to use prefab that you can just drag into your scene and use straight away. There is very little setup required. You only need to setup one tag, drag the Master Controller prefab into your scene assign it the tag, and add your player into the scene making sure he’s tagged Player and your good to go.

Features this system will have-

Simple user friendly interface
Modular inventory system(I’ll explain this more in the tech video)
Crafting system example
Merchant System Example
Chest Example
Item bag Example

Bug fixes -

The bag window no longer drops the FPS to near 0;

Bugs List-

None so far…

Hey update I changed the look of the editor heres a peak :

Now you only see one item at a time when editing them.

I have your old inventory system and its pretty good but its one of the earlier versions so its fairly basic. Looking forward to the release of this one. If its priced right I might just buy it and forget making my own because its taking forever :smile:

Thank you for your input. I plan to sell this version for around $45 to $60 with the amount of work that’s gone into it.

Just added in mouse dragging to the system. Still no luck on container items, I really want to have it working before it’s release. All that’s left to do is some minor bugs and item containers. After the system is complete I will start making the Instruction PDF file then its onto releasing it.

Hello more updates for you, I added tool tips to some of the items in the editor. I also added some new buttons I wanted to go over with for all of you. Now starting from the left in the pic below - It’s a different icon but it’s the same as what you saw in the video as far as function goes - this opens up a window with which you can create and edit your items. The second button will completely delete your item database and the backup (but only if you want it to). The next button saves your database into the backup this is in case something happens and you need something to fall back to without having to start from scratch again, also as of right now you an only have one backup allowed. The second to last button will restore your database to the saved backup. And the last button is only for me for debugging purposes, it just shows a debug log telling me how many items are contained inside the backup.

Second update video :smile:. Sorry for the crappy audio.

Update Video 3 Enjoy :smile:

These bags are proving to be quite annoying to code, I can’t seem to get them to work right. Might leave what code I have in and release the system with it not working and add it in later. I still need to code in merchants, chests, and a crafting system. Every thing else is in place.

Okay so I got bags to work… but there’s an issue, when I open the bag the fps drops from 67 to 2. So now I need to find the leak then YAY bags :smile:. By the way what are your thoughts so far on the system, please let me know if you have any questions.

How are you handling the bags- using OnGUI or a 2D gameobject? I hear OnGUI and buttons can take up a lot of power.

Can you explain what type of crafting system you are going for? I am looking into adding crafting into my game. Havent had a chance to watch the above vids so I apologize if you explained it in there.

@madMike - I’m not using buttons to display Items, I’m using GUI.box to handle inventories. As for bags I’m using coroutines and a scriptable object. I am still using OnGUI but I plan on converting to GUITexture in a later update. The crafting system I plan on designing is different from version 2’s crafting system as it requires no item dragging, it displays a list of items that can be crafted and highlights the ones you can’t in red. When you click on one that’s craftable it becomes highlighted and after that you just press craft button it then removes the items needed from the players inventory and adds the crafted item to the players inventory. This will allow the game creator to make a crafting recipe as long or as short as they want. Thank you for your question.

Also I have an update for you all. Item bags are fixed and no longer drop the frame rate. Also I added a new button to the item database editor called “Build all” which turns all your items into prefabs, this way you don’t have to go through each object one by one creating prefabs.

I used the earlier version of this system and it worked as intended, but after watching these videos looks like an unbelievable step in making it easier for people to understand. I’m not a big programmer, but I’m very excited to start using the new system!

Only pointer I would say… Is… :stuck_out_tongue: Buy a better microphone?

Yea I need a new mic lol. Crafting is almost completed just working on the editor now. Then It’s onto the chests.

I would love a grid or tile based inventory system.

it is important to my game that each bag only carry a certain amount and that amount will be effected by the size of the object.

would you be implementing this option. much like the resident evil inventory system?

The only gripe I have at the minute, like before is the fact that I like tidiness! :stuck_out_tongue: When I import the package there are folders imported everywhere. Is there anyway I or you could have a main directory folder (Just so it’s all neat and tidy?) Before I’m sure if I added it into a main folder some scripts didn’t like it.

Example:

Advanced Inventory System 3
-folder
-folder
-folder

I will see how the system functions with its own folder.

That would be the icing on the cake!

New progress update video is up - https://www.youtube.com/watch?v=c_xp-VBVH8s

I’ve just been using the system and its been working great but I’d say a meaningful addition would be if an “Examine” button on the list of “consume / drop / cancel”. A description input box could be added to the item database? When you click “Examine” the string from the description box appears on GUI? Or something?

Is this possible? :o