How to handle a large inventory system

Hi, I am currently writing a program that will be involve a scene with a simple layout of a room and allow the user to place furniture into it.

So far I have managed to all that I need, allow dragging and dropping of furniture from the gui, move once in the scene rotate etc and I have it so that the GUI “Inventory” can auto grow and be scrollable.

THe next challenge I face is implementing and filling my inventory of furniture items. I will have 3-400 items in this “inventory” each with its own gameobject and fields likeitemcode,description,color.

What is the best way for me to proceed with this? all inventory style scripts and tutorials I have read involve picking up a handful of items from game world into an inventory, whereas I am starting with an empty gameworld but 100’s of items.

What is best practice to handle this? have 100’s of game objects added to the scene out of view somehow and make a copy each time its dragged? have a txt file ie csv which contains the information and a prefab name as a txt a, which is imported somehow and a object is found using resource.load and created once its dragged?

any helpful ideas would be appreciated as I have been scratching my head on the best way to approach this one for a few days now.

You can start your world with all your object in scene but just have them set to “inactive” till you need to use them. If you will need multiple objects of the same kind then make a pooling system to handle them in scene. aka “List”

James