[RELEASED] Inventory Plus. Inventory, crafting and equipment asset

We are proud to announce Inventory Plus, the definitive asset to create AAA Inventories instantly.

Asset Store Link

Demo Video

· AAA visual inventory, equipment and crafting
· Looting and drop in-scene system
· Crafting system, both Recipe (RPG like games) or Free mode (adventure like games)
· Player equipment and statistics
· Drag&drop items between inventory, equipment and crafting windows
· Stackable items to a predefined limit per item
· Customizable in-game tool tip window
· Nine preset skins (more to come) or customize your own skin easily
· More than 120 configurable parameters
· Can set level of experience for use, craft and equip any item
· Optional Weight mode for inventory
· Customizable sounds for pick-up, drop, error and equip
· Auto save/load inventory contents
· Professional custom editor
· Works both on Unity Free and Unity Pro
· Works on Mobile (*no left click implemented)
· Unlimited item database for equipment and consumable items
· Auto generated item icon from prefab, with transparent background!
· Three looting modes, mouse click, key press and auto collect
· Define minimum activation distance for loot
· Define your own player statistics and its values in items
· Customize and apply changes to the inventory in scene
· Professional recipe editor. Items can be combined or break into other items
· Translate easily to any language. Localizable strings class.
· Full documented API and third party integration
· And more… much more options! see our web www.3y3.net/inventory

And more options to create awesome inventories for your game. See the demo and ask any question, we will be pleased to help you!

I bought this asset and I have to say it is awesome. It saves me weeks of development. Item creation is so easy, simply drop prefabs and set some params.
The inventory, looting and crafting works like a charm. When do you plan to release the NPC Store?

Hello,
thanks for your comment, we really work hard to release Inventory Plus :slight_smile:
But we are already working in the next version which has lot of new options (NPC Strore, Gold system, quest support) and also support for the new 4.6 GUI system.
We spect to launch the new version in two months, probably some weeks before. Of ccourse, this version will be an update to current one (so will be free for current owners of Inventory Plus) and will has backward compatibility, that is, all your projects developed with Inventory Plus will work without any change in Invertory Plus II.
Thanks!

Updated to version 1.2
Added backward support to Unity 4.3

So I started testing this.

It did not go well.

1st demo I tried. Demo Scene Programmer.

Load up all the slots, Check the profiler:

Err what? That is unusable

Please could you advise me why it takes 100 ms PER FRAME to repaint a gui
it is obvious there is a problem here.

I see that you are working on a 4.6 version.
shelving this until such a time.

Many thanks

Hello,
we have tested the scene and find the real problem. What happens is that the ‘Devil’ item texture is not set in the Item Database and once you add a Devil to the inventory, a lot of error logs is written to the console causing heavy CPU consumption.
Of course is our fault to miss the texture in the demo scene, and we will fix it asap, but once done, it only spent 16ms in drawing all the inventory. Please, try this by yourself, simply edit the Item Database and add any texture to the ‘Devil’ Item.
As you can see the question is not the old GUI. Of course the new one is better, but the inventory as is with the old GUI, is perfect for use in any project including mobile ones.
Best regards
3y3net

1 Like

Happy days.

Will this get the new 4.6 UI soon?

First off, thank you for an excellent asset. It was definitely worth the cost as it saved me a lot of programming. I do have a couple of issues, one I already alerted you about. The other I think is related to my large inventory size.

The inventory chokes hard (in the editor only thankfully) when you’ve got more than a couple hundred possible items in the inventory database. The more items you create, the slower the editor becomes when you’re working on the Item Database. This is terrible news for me, since my game has over 3000+ items. Right now I’ve successfully implemented over 500 items, but even on my 4.5GHz i7 2600k there is a wait of 2 to 4 seconds after each mouse click or keyboard entry in the Item Database. This is only going to get worse, as in slower, the closer I get to implementing all 3000 items for my game, and it also drastically increases my data entry time waiting 4 to 8 seconds for my mouse and keyboard input to reflected in the unity editor. I did get your reply back saying that they had replicated the issue, so I’m hoping you’ve made some progress.

UPDATE: The following problem doesn’t occur in my built game, only in the Unity editor during testing. So having the Item Database choke the Unity Editor is a serious workflow/productivity issue, but at least the x64 targetted game I’m creating seems to handle the large item database with no real performance hit while in an actual built game. However, there is a problem with recipes in the game when tested in the Unity editor for me. Opening the crafting window is fine, however, once I click a recipe the framerate drops. In fact, the more item ingredients a recipe requires, the larger the framerate drops. For example, if I click the Sword recipe that has two ingredients: Steel and Sword Hilt, my framerate immediately drops from 60+FPS to around 40 FPS. Now if I select a recipe with 3 ingredients I end up around 25 FPS. 4 ingredients and I’m down in the 12 to 15 FPS terrority. Luckily, when I build my game, this bug doesn’t exist inside the build, and probably has to do with my large item database.

Any help is appreciated. I did leave a 3 star (later upgraded to 4 stars) review detailing what I liked and disliked about the package, just so those current bugs/limitations were known so that a potential buyer can make an informed decision. Once you’re able to fix these bugs I’ll be happy to update my review and bump it up to 5 stars. Thanks again for a wonderful product. Looking forward to your reply :slight_smile:

So I’ve attached my inventory onto my Game Manager prefab which is loaded in every scene no matter what with a DontDestroyOnLoad (this.gameObject); call in awake, that also acts like a singleton so that only one instance of the prefab exists. Anyway, the point of that is that when I switch scenes, I still retain all the items in my inventory. This worked perfectly once I made sure to LateUpdate the transform.position of the gameObject with the inventory attached to it to the transform.position of my FPS camera, so that dropping items back into the scene works as intended.

I was also able to successfully save and load the inventory into my already existing save/load system. I had to modify the inventory code to change inventorySlots, itemStackSize, eqSlotData from private to public, and it worked perfectly with my previously self coded save/load system.

jjnieto, you may want to consider making inventorySlots, itemStackSize, eqSlotData public by default so that other developers with their own saving solution don’t need to mod your code in order to write their own saving mechanisms, but that’s just a suggestion.

Just thought I’d share this additional information in case it is useful to anyone. Thanks again!

Edit: resolved a few problems, updated description regarding how to avoid them.

I’ve updated my review to 4 stars, because my second issue that I mentioned, with the more recipes the more the framerate dropped. Yeah, well that problem only exists in the editor, and not in an actual build of my game, so no worries. Ready to give a full 5 star review if you can limit the editor slowdown with large inventories somehow. Thanks again, sorry to keep posting back to back to back. I’ll stop now! :slight_smile:

I have a new issue I wanted to warn others about. When you create a prefab of this inventory script, everything works except autogenerated thumbnails. They are not saved to the prefab, and so using the prefab on other scenes means blank thumbnails. Here’s full details:

First, I have a lot of scenes that my player travels through. I have a “persistent world/level manager prefab” that loads at the start of my game and that never unloads. It provides things like loading screens, level management, your character sheet, saving & loading and inventory management (with this script attached to the prefab.) It’s also responsible for keeping my game world in sync, so if you remove an item from one scene, you can easily carry it into the next scene. And if you later go back to the scene where you took that item, well, it’s still gone in that scene because you already grabbed it. All of that works fine.

Thumbnails generated in the Editor are only working in the scene they were created in. This means I cannot create a prefab with my inventory attached and use it in other scenes (everything shows up except the thumbnails.) The only work around is to create all my item thumbnails in my title screen, which is where my prefab is first instantiated. Since all thumbnails do work in the scene they are created in, by creating them in my title screen, I insure that the “persistent world/level manager prefab” that never unloads is the one that also contains the thumbnails.

Anyway, I’m posting this for anyone else who is looking to use this asset in more than one scene. This is how you get around this limitation.

jjnieto, are you still supporting this asset?

Hello,
yes, I’m still supporting the asset. We will take a look at this issue. The autogenerated thumbnail is not saved to the filesystem so, probably, this is the origin of the issue. As soon as we got a fix we will update the asset.

2 Likes

Awesome man. Apologies if I’ve been a slight pain in your butt. Your asset has saved me a lot of time and effort, and has been well worth the price. I think if you can iron out some of the remaining issues, you’ll be left with the top inventory system on the asset store. Keep up the good work.

“Ready to give a full 5 star review if you can limit the editor slowdown with large inventories somehow”
did you profile the flow?

I seem to recall doing this umpteen weeks ago, when there was a missing prefab in the demo, but not since.
I may end up using this soon, so may take another look

You know I would imagine it is pretty trivial to iterate over a text file and call up the methods to add the various items.
I haven’t touched anything like that in a while but seems like you could automate your items import and more importantly manage any updates to that database of items in a far more sane location.

I would make the effort if it was me and may should the need arise.

Hope you get a handle on the large asset count issue, at a guess it is OnGui related and the bottleneck would at least be different in the new 4.6 Gui implementation. Which I thought was upcoming, hence I shelved using this for a little while.

^this

Hi there. I recently purchased your inventory pro program and was wondering if it already has the capability of stacking multiple items in one square? For example, if one icon in the ‏inventory (Treasure Chest) was clicked on, it would open via a flyout menu with items in that chest (gold)(silver)(bronze)? I would be for mobile. Thanks. -schwooba

Is this support thread still alive??. The devs contact email is broken on his website. We have a release on Steam on the 26th of August and hailing this developer to get help resolving issues with his system has been a dead end. Five stars on the Asset Store or not. This is unacceptable. He claims fast support. I now have to see it to believe it.

Unsure ippdev. I pretty much abandonwared this after the first few tests. Apologies I don’t know any more.

EDIT, You can see from the dates of the last posts that the last year has seen this languish