Inventory Master - Inventory System with the new UI System 4.6

You have to use 4.6.1. It is working with unity free.

Hello, thank you for my translated text. dogodalsya not immediately write in English. Thank the person who took the trouble to translate my message))). I wanted to write something here this equipment is very good - Library Developer tried well. Of course just like to change it to me under my needs would be good, but as long as I do not get. And most importantly - I wrote above about the fact that inventory slides to the left of the screen. This is not a bug of this equipment, and mine. Already corrected at it. I advise everyone who needs a nice and convenient system. Sorry for my english)))

As a developer working on a spaceship RPG in his free hours, this asset seems worth purchasing.
One thing i am most interested in (and which was only covered briefly in the videos) is using/equipping items.

The video tutorial only shows the apple item being linked to a function that adds health. This makes me wonder if it possible to:

-Pass a parameter to define the amount of health recovered (thereby reusing the function for other healing items).
-Equip items instead of using them and thereby passing along item specific stats to a function (which in turn applies it to the player).

I’m really eager to know the possibilities since it would save me lots of time.

Actually I am coding a event system that you can call a function everytime when you consume and equip an item. I am also rewriting the item class actually. It is not really flexible at the moment. This will come in the next update so you can paste so much stats into an item how much you like. I hope I could help.

Nice to hear ;).

Hi @Sander1991
Does the system currently able to have different categorization for different items ?
example :-
Weapon Category/Tab :- Only shows weapon inventory/items in this inventory panel
Magic Items :- Only shows magic related inventory/items in this inventory panel
…so on

As I see in the tutorial videos ( https://www.youtube.com/playlist?list=PLDdMdd9QzBmblXKc3uWUhKBTB7HhFqz7O), the system has hotbar, storagebox, but doesn’t seems has the option for us to do such categorization ( or different tab ).

This could help to avoid situation where we might have too many items ( example, >50 items, just in case ), and user/players have to keep scrolling down to find the specific item, especially on situation where player have to locate specific items/ingredient for crafting .

Thanks

At the moment not. This is something which I wanna support in the upcoming updates. Probably in the next update.

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I’ve went through the tutorials on building the inventory and really like it. Releasing videos on how to build it from scratch was a great idea, as now I feel comfortable buying the improved version since I know a lot about the inner workings. I’m likely going to buy the asset, as I think it’s well done, simple and I like that it uses the new GUI API.

I highly suggest options/scripts/instructions to integrate with UFPS. It’s one of the most popular assets and no other inventory system has this. This would make your asset really stand out. I’m reviewing ways I can do this now. Thanks!

So actually so many people asked me for UFPS. It seems that I have to implement this :smile:. But I cannot implement this in the next update. But after hearing that so many want it with UFPS I will implement this!

Glad to hear you are going to do this. I think it will help you sale a lot more. Looking into the inner workings of UFPS, I think your best bet is going to be pointing your nice UI and features at the UFPS item database/inventory. IMO, from what I can tell, trying to use your item types and inventory will mean reworking/rewriting a lot of the UFPS systems.

Actually I will rewrite my item class anyways. This wouldn’t be the problem ;).

So actually a small list which will come with the new update:

  • some small bug fixes

  • an eventsystem for consuming and equiping an item(will work with delegates)

  • an ā€œXā€ on the top right side which you can position in the inspector aswell

  • Scripting API

  • Documentation

  • Video tutorials

Possible further updates:

  • recoding of the item class

  • that means that you will able to add so much stats/attribute to an item how you like

If you got some other important things in the asset, than let me know.

Been playing around with this asset and already got some great results in a single evening of tinkering around.

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I haven’t had too much time, but made a little progress pointing the scripts I made following the tutorial at the UFPS item inventory/database. I’ve only got it showing the weapons so far but it’s a start!

I’m still trying to figure out if I want to use UFPS in my main project, as it might add too much complexity trying to hook it up to other systems. However, this is good learning for me and will help me make the decision.

@Dramamine0001 Wow this looks really nice. How much time did you spend with implementation?

A couple hours and that was mainly fighting with UFPS’ item system, getting all the types correct and they use a texture2D object instead of an image like you, so I had to play around with converting it.

The more I work on this, the more I think I like your idea of using your item/inventory system and changing UFPS to use it. UFPS is setup for more of a classic FPS style inventory…the number buttons tied to specific weapons and you either have them or not. Obviously, your system is a more modern/GUI interface which is what I’m going for. It’s just going to take pretty significant changes to the UFPS weapon and player scripts to make it happen.

Any timeline for your latest patch and then when you’re going to be looking at UFPS integration?

Very nice!

@Dramamine0001 Actually I am working at the itemclass and the itemdatabase. I will post a picture about it in around 20 minutes so you can see there will be a nice change which you will like. I cannot give you a date. I hope I finish it in around 1 1/2 week. Hopefully earlier.

@Dramamine0001 Here is the new Itemdatabase. Firstly it is well better organized and secondly it is possible to add so many itemattributes you like. Just check the picture out:

So the sendmessage got deleted because I have a added a eventsystem where everytime when you consume or equip a item a function is called. If you do not know what events are, just google ā€œevents unityā€ there is a video which explains what it does.

The second big change is you can add attributes to the item now. You can add how many you like. The first field is to add attributes in generel to an attribute list.
When you change the value of the slider new attribute fields appear with the popup and the intfield. Int the popup you can chose the attribute for the item and and in the intfield you can parse a value in. I hope you like it :wink:

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I just bought this asset yesterday and I’m already having alot of fun with it- definitely a quick and easy way to get an inventory up and running. I too am trying to integrate it with UFPS, mostly related to how UFPS likes to lock your cursor and hide it. So any further plans on making this more compatible with it would be great. Not sure what your future plans are but I would love to see a store panel, where you can buy and sell items. Thanks so much!

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