Unity INVENTORY: A Definitive Tutorial
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- Опубликовано: 3 июн 2024
- 🏗 @TamaraMakesGames building system video: • 2D Grid Building Syste...
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This tutorial guide will show you how to create a full inventory system with draggable items, bottom toolbar, full inventory UI and stackable items. Please use video chapters to travel between video sections and learn more effectively.
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🎓 YOU WILL LEARN:
- How to create Unity inventory system
- How to integrate inventory with the building system
- Unity item stacks
- Inventory toolbar
- Inventory like in Minecraft made with Unity
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⚙️ VIDEO CHAPTERS:
0:00 - Intro
0:56 - Building the UI
3:53 - Showing/hiding main inventory
5:18 - Inventory drag and drop
7:00 - Items scriptable objects
9:28 - Initialise inventory items based on scriptable objects
11:02 - Finding free slot in the inventory
14:15 - Spawning new item
17:27 - Checking if the inventory if full
19:01 - Stacking items
23:06 - Showing selected slot
26:06 - Changing selected slot
27:13 - Using items
30:50 - Integrating with Tamara game
This is what I call a nice and thorough tutorial! Well done and thanks a lot for collaborating with me!
For those that have issues moving the item when the count is higher than 1.
In the InventoryItem class, OnBeginDrag turn off the raycastTarget for the Count Text
ex. CountText.raycastTarget = false or turn it off in the Prefab
Also turn it back on in the OnEndDrag function
ex. CountText.raycastTarget = true
Thank you! That would've taken me a long time to find. I was getting ready to comb through the code and find out where I botched something
i love you
Ya, thanks!
Honestly incredible, I had not found a tutorial so simple, effective and that goes directly to the point, full of examples, with a minimalist edition and perfect for the understanding of anyone who sees this video. simply incredible, my congratulations.
This 35 minute video saved me hours of troubleshooting and research. Killed it!
I was originally a little skeptical that this system wouldn't be very flexible, but I'm super happy with the end result. Thanks for the tutorial!
Your tutorials are by far the best i've seen! Accurate, intuitive and extremely helpful! :)
this is taking me hours to skim through this back and forth over and over just to get it right
This tutorial taught us a lot of new things and helped us establish the groundwork for our project, there were some frustrating moments where something didnt work but usually reviewing the code and/or the video held the answer to the problem, thank you!
Thank you for coming back doing new tutorials ! :D
This was an excellent tutorial! A great starting point for an inventory system. There's definitely a couple other things I'd like to add to this system but I really appreciated just how thorough and succinct it was for a relatively more complex system. Thank you for making this!
This is the best tutorial I've seen. Easy to follow and clean explanation, very helpful.
Wow! This tutorial is so big and cool! keep making tutorials!
This channel is awesome 👍 so glad I found it, keep doing tutorials, cant wait for a nice shader tutorial
such a tutorial for the UI toolkit would be amazing! you always explain everything so well, and there are so few tutorials for the toolkit, this would help a lot!
Hello, I love the tutorial, very easy and useful, I would like to share this technique that I used to select the items with the scroll wheel of the mouse...
float scroll = Input.GetAxis("Mouse ScrollWheel");
if (scroll != 0) // Seleccion con el scroll.
{
int newValue = selectedSlot + (int)(scroll / Mathf.Abs(scroll));
if (newValue < 0)
{
newValue = inventorySlots.Length - 1;
}
else if (newValue >= inventorySlots.Length)
{
newValue = 0;
}
ChangeSelectedSlot(newValue);
}
One other thing, if you are using TMPro to display the number of items, you need to disable the Raycast Target option which is active by default in the component, otherwise the stackable items cannot be dragged to another slot... hope I helped.
Hey, first of all thank you for this!
But I have a problem, when I am scrolling selected slot changes, but it stops after reaching the last slot it does not go to the first slot like Minecraft slot selection, do you have a solution?
@@fryptompt I think you're copying the code snippet wrong, or maybe it's something else from your slot arrangement or also check your selection method.
@@fryptompt I was having the same issue. When going through the scroll is was scrolling through items in the invetory page too. To fix this, change the return at the bottom to ChangeSelectedSlot(newValue % [NUMBER OF TOOLBAR SLOTS + 1]). My tool bar has 8 slots so I set it ChangeSelectedSlot(newValue % 9) and that fixed it.
@@dnbroo Thankyou!
Amazing as always!!
After having spent hours working I was able to make it through this tutorial with a working inventory, Thanks! :D
Here's a quick tip I learned that saves some time. Instead of locking the inspector you can hit the three dots in the inspector for which area you want to keep open and select "Properties". This opens up a floating window with that area for which you can freely drag and drop :)
Saves you the time of having to Unlock and you can also have multiple floating windows open.
This tutorial helped me so much for my end project for coding in school! Thank you so much!
Just an Amazing job ! 🙏 very selfexplanatory and clear knowledge transfer! Keep up the good work
A very good tutorial! Can you also make one on a load-save system? Including tile maps, inventory and maybe player settings? Thanks.
Best tutorial ever made on the subject. Finally a wise and proper utilisation of the ScriptableObjects concept. Bravo! 👏
Thank you! 🎉
Man made it easier than brackeys inventory tutorial... hands down to this dude much easier to follow. and less complicated
thanks mate. I was always wondering modular inventory system
Absolute cool tutorial, all of instruction are clear, i hope i can add some features by myself
Best tutorial on RUclips!!
Incredible tutorial
Awesome video!
Pretty Good video, You explain mostt stuff pretty well. I ran into some issues when I tried to sort the inventory. Particularly with Destroying a inventoryitem and then in the same function checking if it is null. This is because the Destroy does not happen until the next Update. Also including some features or direction for how to make the inventory controller accesable would be good. Overall great tutorial!!!
Easy to understand, thank you :D
Really awesome tutorial! Is there any chance you would expand on that? such as showing a selected Item/weapon on a character and decreasing the correct ammunition for it (arrows, bullets etc.) when stored in a different slot?
Hey, good video!
What kind of Visual Studio are you using that you get all these colorful highligths?
This is one of the cleanest inventory tutorials i've come across here on youtube. Great job! Subscribed.
How would you go about dropping an item out of the inventory bounds to remove it from the inventory entirely?
I found a way.. rather clumsy, but works for now.
public void OnEndDrag(PointerEventData eventData)
{
if(eventData.pointerEnter == null) {
// outside of inventory
}
}
Great vid btw. Would be nice if we can combine and split stacks 2. a tip for the rest to make it even more performant. put an if statement before the loop checking if its stackable or not instead of checking it for every slot and then doing the empty check loop.
You Can Combine Them By Changing Your OnEndDrag() function To This
public void OnEndDrag(PointerEventData Data)
{
Image.raycastTarget = true;
InventoryItem InvItem = Data.pointerEnter.GetComponent();
if(InvItem && Item == InvItem.Item)
{
InvItem.Count += Count;
InvItem.RefreshCount();
Destroy(gameObject);
}
else
{
transform.SetParent(ParentAfterDrag);
}
}
I'm not sure how to split stack tho
you sir are amaizing!
Thank you so much for the tutorial ^_^ Is there anyway to make it so only a specific ItemType can go on a certain slot ItemSlot? How would i go about doing that and which scripts would i need to change? Thanks!
Incredible tutorial. A great starting point for almost all of my learning in unity. Thanks a ton!
No way
This is actually a cool tutorial
Thanks! It was a difficult video to pull off, because of its complexity, but hopefully everyone will be able to follow along with all infographics and explanations along the way 👨💻
Great Tutorial keep up the great work!!! What Color Theme are you using?
Do you have a connected tutorial to save the inventory between game sessions? I thought scriptable objects couldn't be serialized (and thus saved) in unity, which is why I'm confused
If your dragging item is not on the screen, Change canvas type to overlay (not camera)
great video !
How would i make it so that when an item is selected a game object in the scene is enabled? thank you
How would I implement an amount in the AddItem(item, amount) ? I am making a loot script and want to add more than one of the same object.
When I make the inventory a child of my player character prefab (I have a multiplayer game) the items disappear when dragging (but everything else works fine). What changes would I need to make to the code?
I have a question, i am implementing this into my mobile project but i dont know how i can get the selected slot from buttons, thanks in advance.
Thank You
Best unity dev
Is it also possible to make a pickaxe interact with more tilebases than just one? because I want a pickaxe to mine more blocks than just 1
I'm struggling to translate this into a photon multiplayer inventory system :( Does anyone know a good tutorial or way to do it online?
there’s a problem with item stacking for mine, ive narrowed it down to my code can’t detect if the item in slot is equal to the item your getting and i can’t figure out why
swietny kanal
Hey will you make an Inventory Tutorial with Playfab? Where we also can create a store for players online.I love your tutorials they are all amazing!!
Hey, so i'm making a 3d survival game and I was wondering how would I be able to make it where you see what your using/holding
Excellent content btw, explained everything so nicely!
I wanted to add a child object to inventroySlot prefab But when I did, after adding inventoryItem, everything in inventorySlot messed up. how can I have multiple child (i.e. a ribbon around the selected slot) for that ?
27:09 my preferred solution for change selected item is
private void ChangeSelectedIfNumberPressed()
{
if (Input.inputString == null)
{
return;
}
if (!int.TryParse(Input.inputString, out int number))
{
return;
}
if(number > 7) {
return;
}
ChangeSelectedSlot((number - 1) % 10);
}
Okay so here is my scenario. When raycasting a tagged "pickupable" && player presses E, I want to be able to destroy game object and then add it to my inventory. I have this functionality on a seperate Pickupsystem script. How would I go about doing this? I you all need more info let me know.
nice video man.
Hi Very Great tutorial thanks.
can you make a tutorial on how to blur UI button without changing the canvas from screen space overlay to screen space camera?
Thanks again for such a great tutorial! 🤩🤩🤩
this tutorial is beyond stellar. its not only easy to follow but also most solutions are super elegantly implemented.
i only had a single issue. ater i added stacking items with a stack where not able to be dropped into another slot anymore. any idea what might be causing this?
As always... asking the question instantly helped me to find the solution... newer Unity Versions don't support regular Text anymore and thus you have to use Text Mesh Pro. Text Mesh Pro however is by default a raycast target and you have to open the advanced settings and disable it so your Count Text does not Catch the Drop Event
does it save after program stopped ? i dont think so, does it ?
why am i getting the error Assets\InventorySlot.cs(13,78): error CS0246: The type or namespace name 'InventoryItem' could not be found (are you missing a using directive or an assembly reference?)
Ok now how do I make another Object Active, when it is selected? Like I have a Script, and in this script I want to say: If(SelectedItem = Axe){Make Axe Active} else{disable axe} or something like this. How would I do that?
34:20 Do you know how to do so that when you do not have any items in the inventory you do not receive the nullReferenceException error?
hi, Have you solved it?
Im having a bug where when you select the first slot it doesnt show any slot being selected, but when you select any other slot it and the first slot are selected.
Hey! Can you make tutorial about grid based inventory? Like a Inventory in Escape from Tarkov?
Is it possible to drag the items for Inventory to the actual game?
thanks you
Please Upload More ur Video is so usefull ...
Great tutorial! The only problem i have is when i drag the image will disappear while dragging
Hi, Can you make a second video where you explain and teach us how to make a GameManager for this inventory ? to change scene with it
thank u
when I try to drag an drop an item to a new slot, the item just snaps back to the original slot, does anybody else get this?
has anyone implemented splitting stacks at all? Curious to see how people achieved that
Good guide, but I'd like to know how you can make the discarding of items when releasing the cursor outside the inventory (the selected item should be removed from the inventory box and appear under the player or in the place where the cursor was released) Also need the reverse logic of picking up items, so that the lying item can be picked up in the inventory box
P.S.: I'm developing a top-down game like Dont Starve.
Hey! Great tutorial :) But one thing bothers me.. How can I replace items on drag'n'drop in the system you've showed in the video? I mean, drop a pickaxe in the place of the shovel, and they will swap. Would love to see some tips!
If someone else would look for solution - I got it to work. We need to add another condition in "InventorySlot" script.
if (transform.childCount == 1)
{
InventoryItem inventoryItem = eventData.pointerDrag.GetComponent();
InventoryItem oldItem = transform.GetComponentInChildren();
oldItem.transform.SetParent(inventoryItem.oldParent);
inventoryItem.parentAfterDrag = transform;
}
Also, we need to define public Transform oldParent in "InventoryItem" script and set it up in the same place where parentAfterDrag is set.
And that's all, it works!
@@venesardthethief6704 Your code for me doesn't work dragged item to already occupied slot simply vanishes for me
here is my code with swapping implemented. i hope it helps.
// in inventorySlot Code add this:
private InventoryItem currentItem;
// replace your OnDrop with:
public void OnDrop(PointerEventData eventData) {
if (transform.childCount == 0) {
InventoryItem inventoryItem = eventData.pointerDrag.GetComponent();
inventoryItem.parentAfterDrag = transform;
inventoryItem.transform.SetParent(transform);
inventoryItem.transform.localPosition = Vector3.zero;
inventoryItem.OnEndDrag(eventData);
} else {
InventoryItem newItem = eventData.pointerDrag.GetComponent();
SwapItems(newItem);
}
}
// Add this:
private void SwapItems(InventoryItem newItem) {
currentItem = GetComponentInChildren();
currentItem.parentAfterDrag = newItem.parentAfterDrag;
currentItem.transform.SetParent(newItem.parentAfterDrag);
currentItem.transform.localPosition = Vector3.zero;
currentItem.OnEndDrag(null);
newItem.parentAfterDrag = transform;
newItem.transform.SetParent(transform);
newItem.transform.localPosition = Vector3.zero;
newItem.OnEndDrag(null);
}
In InventoryItem script
Simply replace yours with mine:
public void OnEndDrag(PointerEventData eventData) {
image.raycastTarget = true;
transform.SetParent(parentAfterDrag);
transform.localPosition = Vector3.zero;
}
even tho you wrote this 6 month ago it still found its use, thanks man you really helped me out on this.@@venesardthethief6704
Does anyone know how I would create a chest system with this code?
does this work for the new input system ??
here before it goes viral
yes
Awesome Tutorial. I have one problem tho. I can only drag Items with the count of one in other inventoryslots. Anything higher is still draggable but will return in it's original slot. Any idea why? I checked all the code multiple times now :(
@@waschwolf0766 It actually solved it.. I can't thank you enough!! I would never have thought this was the problem.
Same issue and i already using the Legacy Text element :(
Solved: Just resized the text element size (i made it smaller) and works now!
OnBeginDrag: countText.raycastTarget = false;
OnEndDrag: countText.raycastTarget = true;
@@stepannovoselov4072 ^^^ This is the fix. Great stuff and thank you. Never would've guessed the Text was the culprit here without these comments.
Are we still having a scriptable obj video?
This is the 100th comment. This tutorial was very helpful
Hello, I found a problem, either I missed something or it's gone passed without noticing but if I got a stackable item that only got a count of 1 I am able to move it between slot, but as soon as I got 2 or more counts of it in a slot I can't move it anymore between slots.
OnBeginingDrag : countText.raycastTarget = false;
OnEndDrag: countText.raycastTarget = true;
@@kootsy2465 Life saver man! Thank you!
@@antonjjohansson gotchu
@@kootsy2465 thank you friends
God's tutorial.
I have a problem, I want to make that when I select an Item, a script read his id and depend of the object it active a weapon. Well my code is "if(item.itemId == 1) --> gun.SetActive(true)" but when I select an empty slot, the game crash because there ids not any item to read his id and I don't know how to fix it
Maybe learn more about Dictionaries? You could set your item ID's in a dictionary and change them around.
I think the computer has trouble figuring out what is the actual item in the slot when it comes to ScriptableObjects. Not sure though
@@DemersCreations ok thanks
i found a bug and would love it if u do a small soultion for it
if you drag item while the inventury full and there is a item on the Ground, the item will take the place and u left up
with a full Inventury with no place for the Dragged Item
Just make it imposible to pick up items while in Inventory.
i have fixed mine by adding boolean in inventoryItem and PickupItem called it isDraggingItem turn it on if on Begin drag and turn it off in End Drag then i use if statment in InventoryManager add item funcation , by doing if (!isDraggingItem)
{ all add part below } return false; ,, long story short can be fixed if you use boolean.
how drop my items?
Hey everyone. Anyone can tell me how i can add mouse click sellect?
man, thats what i want
How can I lift an object from, for example, the ground ? With the help of this great tutorial :)
That is covered at the end of this video when we merge projects with Tamara :)
Does "inventory drag and drop" section work also for mobile games ?
Of course! You only need to make sure that the touch target will be big enough
But at OnDrag() function at transform.position = Input.mousePosition did i need to change it ? Because on mobile games i need to use Touch Input. Do you know what i need to change there ?
In such case a first finger position is mapped as Input.mousePosition.
Everything works until I try to click that spawn item button, It spawns my items downward instead of horizontal to the right.. I saw that the all clones get parented to the first inventory slot, but why?
in the "InventoryManager" script, you put "GetComponent" instead of "GetComponentInChildren"
Bit late but I checked and I had "GetComponent" and then edited and tried "GetComponentInChildren" and it worked. I think I didn't watch the video enough closely. But thanks for noticing that and now I got mine work!
save and Load?
Can this be used for a 3d game
Of course! You just need to hook up prepared methods to your game logic
That's one big tutorial for me to my game, yet I have one question....How can the item be undraggable once it is dropped? I really wish that's in that tutorial, I can't find any other...
That's a quite custom request for such system. You should be able to achieve that by setting in OnEndDrag: image.raycastTarget to false (6:17)
@@CocoCode Yes HAHA, it worked...Thank You very much
this is great but can someone help me i have an error in Inventory manager on line: 15 and it calling object reference not set to an instance of an objects pls help :) awesome tutorial :D
Hi! I have the same problem, have you found the solution?
@@Noroh_ no
make sure in the inspector to move the image component into the script slot
Love this total Id suggest watching it over a few times to fully grasp the concept. also dose anyone know were this guys form I like the accent!
im a total beginner with unity/ scriptig etc..
i tried to figure for an hour how you where able to fit the image of the InventoryItem into the Image, turns out its the gameobject thats needs to be there maybe i should have watched the other vid first nice tutorial tho
My inventory item kept disappearing while being dragged. In case anyone has this problem, I finally figured out that for me it was because my Canvas was not at the root level of the scene.
Ahh... thank you.
Could you please explain what that means. I am having the same problem and my canvas is apart of a player that is instantiated at the start of the game.
@@connorwilson-long1336 Make sure your Canvas object in the scene manager is at the top level. If you have it nested under a game object (like an empty game object called 'UI', or the 'Player' game object for example) then it won't work.
How to fix this error So basically I made a little script where I can drop items And pick them up When I drop the item I can keep dropping the item by the item is out of my inventory The Duping them I don't know way to refresh the inventory when I drop an item
Here is the code that I wrote
public Item DestroyItemInSlot() {
InventorySlot slot3 = inventorySlots[15];
InventoryItem itemInSlot3 = slot3.GetComponentInChildren();
if (itemInSlot3 != null) {
Destroy(itemInSlot3.gameObject);
}
return null;
}
Anyone have an idea on how id go about saving and loading with this system (with json)
I figured it out
@@baldchessmanNice, it's been a while since but do you have any pointers? Thinking of doing the same thing myself.
@@vansnarky5905 sure, the system I used there was an id system , each item has a different id and when saving I save an array of ints for the IDs and an array of ints for how many items each slot has
For example:
dirt id: 0
stone id : 1
If the first inventory slot has 3 dirt and the second slot has 4 stone I'd save
IDs:[0,1]
counts:[3,4]
(Empty slots would be represented as -1 id)
And when loading I go through the array of IDs and add the items back with the correct quantity , skipping over empty slots(IDs of -1)
@@baldchessman neat, thanks for the quick reply!
@@vansnarky5905 no problem, now go use it :D