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[Soon] Sharpbyte Inventory

Discussion in 'Assets and Asset Store' started by rubensollie, Aug 20, 2014.

  1. rubensollie

    rubensollie

    Joined:
    May 14, 2013
    Posts:
    36

    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!
     
  2. JPOnion

    JPOnion

    Joined:
    Aug 11, 2014
    Posts:
    7
    Yes! I've been waiting for something like this :)
     
  3. rubensollie

    rubensollie

    Joined:
    May 14, 2013
    Posts:
    36
    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.
     
  4. SteveB

    SteveB

    Joined:
    Jan 17, 2009
    Posts:
    1,451
    Oh +1 to this, yay!

    Keep it going man!

    -Steven
     
  5. JPOnion

    JPOnion

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    Aug 11, 2014
    Posts:
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    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?
     
  6. rubensollie

    rubensollie

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    May 14, 2013
    Posts:
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    Yes they will be in the package :)
     
  7. Tiny-Tree

    Tiny-Tree

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    Dec 26, 2012
    Posts:
    1,314
    it use old gui ? 4.6 gui? ngui ?
     
  8. rubensollie

    rubensollie

    Joined:
    May 14, 2013
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    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.
     
  9. JPOnion

    JPOnion

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    Aug 11, 2014
    Posts:
    7
    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.
     
  10. rubensollie

    rubensollie

    Joined:
    May 14, 2013
    Posts:
    36
    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.
     
  11. JPOnion

    JPOnion

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    Aug 11, 2014
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    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 ;)