Version 3.2 is now finished, this version brings one great new feature to the system. Items can now occupy more than one cell at a time. There is also an equipment example included. One other great new feature for people with unity pro is the 3D Item preview. I will be doing a video for the system later tonight.
Well it’s finally finished and ready to be sold. I’m selling it for $65 USD on my website. I’m currently awaiting approval on the asset store, but you can still purchase it from my webstore here.
Tech video :
This is a complete rebuild from version 2 and is a whole lot easier to use and comes with some new things as well as much improved features from version 2. One new thing is backpacks have been added in. Also for those of you using version 2 can upgrade to this version for $45 USD, just email me with a brief message and a copy of your email receipt and I’ll get back to you as soon as possible.
I am not currently capable of testing it on iOS so I would not know sorry. I will tell you the system does NOT use buttons for the inventory icons it uses boxes with custom mouse detection. I’m assuming it should work fine tho you’ll need to change a few scripts as they use mouse button not touch, but other than that it shouldn’t be an issue.
Coming from using the Advanced Inventory System 2, to advanced system 3 is the sheer ease of setup. Literally tagging the player and adding a few prefabs to the scene and such. It works flawlessly.
Whether you’re looking for a system with an inventory, looting, store and crafting. It’s all in one. I’m not a programmer myself but it’s been designed with modification in mind, so if you have some knowledge you can easily tailor the system to your needs, even more so than it may already be!
Many minor bugs have been ironed out from AIS2 > AIS3 so you can be sure it works like a charm! “slkjdfv” always offers great support when needed, and has helped me out throughout the two systems!
What more can I say? If you’re looking for an all in one inventory system, this is it!
Glad to hear that as I’m not much of a programmer myself and I have been looking for an easy to use/modify inventory/looting system with little to no programming required. I’ll have to purchase this one soon.
I’m looking to have a grid based inventory, Diablo/Deus Ex Human Revolution style, would that be possible with this and maybe give an example of how to go about doing something like it?
@Unicron
So you want items to be able to take up multiple cells in the inventory? The answer is no, my system is not capable of doing this without editing the ‘core’ code. Although that would be a good idea for me to look into tho ^_^. I’ll set up a poll for this at the very top, see if it gets enough likes.
Okay, so as a test I started a new project. After some tinkering I got a crude version working that does exactly what you ask Unicron. And the icons all scale to fit the cell region size you assign them. I’ll post more info tomorrow including pics. ;D
These next pics are my test of the engines AddItem Method. I just got it working this morning . As you can see it works. whats not showing is the log at the bottom. The engine accurately scans every cell and determines if an item can fit or not no matter the size ^_^.
Nice! can’t wait until you’re done with it, this is looking awesome indeed. I like how you made it so it scans to see if an item will fit, very cool! Would also be cool if you can add in a “organize” feature.
The only scripts that use inventory cells are the player inventory, bags and chests. Not shops, looting or crafting. So yes they will work and be updated as necessary.