[Soon] Sharpbyte Inventory

Current features:

  • Items in all kind of sizes
  • Auto resizing GUI to Screen Size
  • Slots don’t have to be rectangular
  • Item objects don’t require scripts
  • GUI is easily customizable
  • Multiple inventories possible
  • Blacklisting / Whitelisting Item Types in each inventory.
  • Blacklisting / Whitelisting Item Types per slot
  • Maximum number of Item Types in each inventory
  • Stacking items
  • Bags
  • Editor Scripts
  • Easily Extendable
  • WYSIWYG Editor
  • Touch Support

Screenshots:

Will be coming soon in the assetstore!

Yes! I’ve been waiting for something like this :slight_smile:

Sorry for not updating, I didn’t had much time to update and I need it to be perfect before I release it. That’s why i’m going to delay it for a few weeks.

Oh +1 to this, yay!

Keep it going man!

-Steven

Well, make sure to update this thread when it’s ready. I just learned that the inventory system I’ve been using and have fully integrated into my project doesn’t do some of the basic stuff I need and there’s no way to change it without a complete re-write of the source code. Now I need to find something new, something just like this, so if it’s released soon I’ll definitely give it a shot.

One question: Will the source scripts / code be released with the package?

Yes they will be in the package :slight_smile:

it use old gui ? 4.6 gui? ngui ?

At the moment it uses the old GUI system, I am however going to update it to the new 4.6 GUI as soon as I have time.

Got another question. How do you handle moving items around? Do you move the item from the gameworld into the inventory by changing the item parent, thereby preserving the original gameobject, or do you store the gameobject in a list somewhere and delete the original from the gameworld?

I’m curious because this is the main issue with the inventory system I was using; they were deleting gameobjects. My game instantiates a gameobject but then generates a ton of random stats on an item, so each instance of a gameobject is unique. The inventory system I was using, when the item was equipped, would delete the item and just store the gameobject in a list for later use, completely wiping out the random stats. I’ve been building my own inventory system for a few days now but it’s still pretty rudimentary and doesn’t have a tenth of the features yours does.

I am currently using an list for items, but I might be able to creatie an options menu for that (not sure how yet, but I will give it a try.

Don’t let it delay you at all. If you don’t do it before release I’ll just play with the source code. I’m a software developer, so I’d be doing it anyway :wink: