Search Unity

[RELEASED] Rucksack - Multiplayer Inventory System by Devdog

Discussion in 'Assets and Asset Store' started by jorisshh, Apr 16, 2018.

  1. jorisshh

    jorisshh

    Joined:
    Oct 6, 2009
    Posts:
    1,522


    We've built Rucksack with the goal of being the most flexible and extensible inventory solution with UNet support that enables you to easily setup player inventories, NPC inventories, banks, premium shops and much more in both offline and online games!
    So, what does this mean?

    It means that Rucksack is a super extensible system with full source code, a modular event based UI system, multiplayer built-in with UNet integration, a network permission model with server-based authorization, and much more!

    We're on a mission to build the best modular multiplayer-ready inventory system on the market, using all the knowledge we've gained over the years on the Asset Store - and we're very hyped about releasing what we believe to be the best tool we've ever built!





    ⚔️ Main Features ⚔️


    Multiplayer-compatible with UNet integration:

    With a built-in integration for UNet that allows you to integrate into any server/networking setup, Rucksack is perfect for both online multiplayer and singleplayer games. Rucksack is secure and uses a server-authoritative permission model; So, no cheaters!

    Modular event based UI system:
    You’re in full control of your UI with our modular and event-based UI system. The system is very fast and extensible, yet simple to use, which means you’ll be setting up your inventory / collections UI in no time! It doesn’t matter if you’re making a fantasy RPG or a casual mobile game with IAP - Rucksack’s UI system can handle it all.

    Items with behaviours:
    In Rucksack, items can have behaviors, and you can very easily make your own item types and add custom behavior. We won’t limit your options!

    Restrict collections:

    Need a quest items-only inventory? Or a consumables-only inventory? Not a problem for Rucksack; Use any metric to restrict the objects that can be stored in a collection.

    Insanely extensible:
    Rucksack has been built from the ground-up to be extensible in every possible way, ensuring that you’ll never be limited in what you can achieve with the system if you want to extend it.

    Visual item equipment / NPC’s with equipment:

    Any character in your game can have their own inventories and equipment, which means you can make them equip different weapons and gear by simply binding it onto the NPC (static, skinned, and dynamic cloth meshes, or write your own equipment handler).

    Permission Model with server-based authorization:
    Our server-based authorization model makes your game cheat-proof, while remaining flexible and extensible to fit every kind of server / network setup. Example use with UNet: UNetPermissionRegistry.collections.SetPermission(collection, player, Permission.Read).

    Vendors can sell anything for anything:
    Need to be able to sell houses for cats, or skill for skillpoints? With Rucksack, any item can be sold, and anything can be a currency. Go nuts!

    Shared and non-shared (instanced) banks and chests:

    With Rucksack, you can easily differentiate between and setup both shared and non-shared (instanced) banks and chests in-game. The system is so flexible that the shared banks and chests could theoretically be shared between every player in a game, everyone in your party - and everything in-between.

    Modular input and UI system:
    Rucksack’s modular input system is extensible and changeable, and allows you to create input modules to handle your input. The beauty is that you can very easily replace or swap out certain input modules for maximum control (example).

    Item inheritance:

    Want to reduce the data transfers in your online game? With item inheritance, you can create variations of items (e.g. a Sword that can also be a Fire Sword). With Rucksack’s inheritance system, the Fire Sword can inherit its base stats from the Sword, while only overriding or adding those properties that have changed or have been added. In a large game, this saves a lot of duplicate data of unused props from being transferred.

    Different prices at vendors for different users:

    You can easily achieve and setup different prices at vendors / shops based on whatever properties you want, such as different in-app purchase prices based on country (requires custom IVendor<T> implementation).

    Thanks to everyone who helped beta test, and we hope you're as excited as we are about Rucksack! Got any suggestions or feedback? Let us know below :)


    - Your friends at Devdog (Joris and Sune)

     
    Last edited: Apr 16, 2018
    hasanbayat and Razmot like this.
  2. jorisshh

    jorisshh

    Joined:
    Oct 6, 2009
    Posts:
    1,522
    Rucksack is discounted to $29 for the first 4 days to celebrate the launch before it returns to $35! ;)
     
  3. ikemen_blueD

    ikemen_blueD

    Joined:
    Jan 19, 2013
    Posts:
    341
    damn I was late again. No discount plan for the May Madness Sale???
     
    jorisshh likes this.
  4. jorisshh

    jorisshh

    Joined:
    Oct 6, 2009
    Posts:
    1,522
    Sadly nope; Assets have to be a few months old to participate in the sale, and Rucksack is just new.
    $35 is already an introduction price though :)
     
    ikemen_blueD likes this.
  5. ikemen_blueD

    ikemen_blueD

    Joined:
    Jan 19, 2013
    Posts:
    341
    thanks, I'm going to purchase Rucksack anyway, since it is too good to be missed. Hopefully, more freebie add-ons like crafting, etc, will be implemented soon :) Btw, I like the add-ons concept, that keeps the system clean and modular.
     
    jorisshh likes this.
  6. whatbus2000

    whatbus2000

    Joined:
    Nov 21, 2014
    Posts:
    65
    what other assets are integrated with Rucksack?
     
  7. jorisshh

    jorisshh

    Joined:
    Oct 6, 2009
    Posts:
    1,522
    At the moment only Playmaker, UNet and Rewired although other integrations are planned (UFPS & Thid Person Controller)
     
  8. unicat

    unicat

    Joined:
    Apr 8, 2012
    Posts:
    425
    Please integrate RFPS and Invector Shooter too. Thanks :)
     
  9. digiross

    digiross

    Joined:
    Jun 29, 2012
    Posts:
    323
    And Photon since UNet is going bye bye
     
  10. digiross

    digiross

    Joined:
    Jun 29, 2012
    Posts:
    323
    I'm going to be buying the asset when I get paid, is there a list of tutorials anywhere I can watch/read?
     
  11. JMyerscough

    JMyerscough

    Joined:
    Jul 12, 2012
    Posts:
    117
    Is there an ETA on UFPS/TPS/UCC?
     
    Nick62 likes this.
  12. RandAlThor

    RandAlThor

    Joined:
    Dec 2, 2007
    Posts:
    1,293
    Can i use this also with other network solutions because unet will sadly dying slowly?
     
    Nick62 likes this.
  13. SickaGames1

    SickaGames1

    Joined:
    Jan 15, 2018
    Posts:
    1,270
    Does anyone have the Rucksack integration for RFPS?