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Inventory System

The inventory system is one of the clearest released modules in the current scan. It has runtime storage, item definitions, UI presenters, input handling and save/load hooks.

Runtime container

Inventory stores the player items.

Item data

InventoryItem, InventoryKeyItem and the display data classes define the content.

UI layer

InventoryDisplay, InventoryDetails, InventoryHotbar and related presenters handle presentation.

Persistence

SerializedInventory and the save-state integration keep inventory data across sessions.

  1. Create or reuse the inventory container.
  2. Add the UI presenters you actually need.
  3. Route item pickup through ItemPicker.
  4. Use the inventory-specific input manager for slot navigation.

The implementation notes live in the inventory runtime files and the system page at /systems/inventory-system/.

  • Inventory.cs
  • InventoryItem.cs
  • ItemPicker.cs
  • SerializedInventory.cs
  • InventoryInputManager.cs
  • InventoryDisplay.cs
  • InventoryHotbar.cs
  • InventoryFeedbackRelay.cs
  • Q: Does loot live inside inventory?
  • A: No. The module explicitly separates loot spawn from inventory storage.
  • Screenshot: Inventory grid in the Inspector.
  • Screenshot: Hotbar and detail panel in Play Mode.
  • GIF: Item pickup and UI refresh flow.
  • Video: Basic inventory setup walkthrough.
  • Diagram: Loot spawn → item pickup → inventory storage → save state.
  • Keep this page aligned with the inventory runtime and UI changes.
  • Add a product-specific changelog when the module ships independently.
  • Future product page placeholder until this module ships independently.
  • Use the current Unity Asset Store home link as a temporary CTA.