Unity INVENTORY: A Definitive Tutorial

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  • Опубликовано: 3 июн 2024
  • 🏗 @TamaraMakesGames building system video: • 2D Grid Building Syste...
    🏞 FREE assets download: www.patreon.com/posts/7263139...
    🎁 Support me and DOWNLOAD Unity project: www.patreon.com/posts/7263241...
    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.
    --------------------------------------------------------------------------------
    👨‍💻 SOCIALS:
    💜 Join our Discord: / discord
    🔵 Follow me on Twitter: / bionicl333
    --------------------------------------------------------------------------------
    🎓 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
    --------------------------------------------------------------------------------
    ⚙️ 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

Комментарии • 179

  • @TamaraMakesGames
    @TamaraMakesGames Год назад +51

    This is what I call a nice and thorough tutorial! Well done and thanks a lot for collaborating with me!

  • @rebornl
    @rebornl 10 месяцев назад +33

    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

    • @opafmoremedica
      @opafmoremedica 9 месяцев назад +1

      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

    • @profit_nation
      @profit_nation 9 месяцев назад

      i love you

    • @OdysseyForge-2024
      @OdysseyForge-2024 5 месяцев назад

      Ya, thanks!

  • @tbardo3772
    @tbardo3772 Год назад +25

    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.

  • @Sepu1tra
    @Sepu1tra 5 дней назад

    This 35 minute video saved me hours of troubleshooting and research. Killed it!

  • @realbyte2048
    @realbyte2048 10 месяцев назад +4

    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!

  • @macaronicrocs6989
    @macaronicrocs6989 Год назад +3

    Your tutorials are by far the best i've seen! Accurate, intuitive and extremely helpful! :)

  • @user-dh7ry4sc6v
    @user-dh7ry4sc6v 7 месяцев назад +2

    this is taking me hours to skim through this back and forth over and over just to get it right

  • @jadimatic1096
    @jadimatic1096 9 месяцев назад +1

    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!

  • @Jimaniki
    @Jimaniki Год назад +2

    Thank you for coming back doing new tutorials ! :D

  • @StealthyShiroeanGames
    @StealthyShiroeanGames 4 месяца назад +2

    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!

  • @acidxcross
    @acidxcross Год назад +2

    This is the best tutorial I've seen. Easy to follow and clean explanation, very helpful.

  • @nadavmihov9371
    @nadavmihov9371 Год назад +2

    Wow! This tutorial is so big and cool! keep making tutorials!

  • @bonquaviusdingle5720
    @bonquaviusdingle5720 Год назад +5

    This channel is awesome 👍 so glad I found it, keep doing tutorials, cant wait for a nice shader tutorial

  • @nyrab.6239
    @nyrab.6239 6 месяцев назад

    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!

  • @marcodeavila5621
    @marcodeavila5621 Год назад +16

    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.

    • @fryptompt
      @fryptompt Год назад

      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?

    • @marcodeavila5621
      @marcodeavila5621 Год назад

      @@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.

    • @dnbroo
      @dnbroo Год назад +1

      @@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.

    • @Seshua87
      @Seshua87 Месяц назад +1

      @@dnbroo Thankyou!

  • @manuelgraca-gamedev7822
    @manuelgraca-gamedev7822 Год назад +1

    Amazing as always!!

  • @GammingPotato
    @GammingPotato 10 месяцев назад

    After having spent hours working I was able to make it through this tutorial with a working inventory, Thanks! :D

  • @DemersCreations
    @DemersCreations Год назад +3

    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.

  • @Robin_9944
    @Robin_9944 2 месяца назад

    This tutorial helped me so much for my end project for coding in school! Thank you so much!

  • @danielanselmi258
    @danielanselmi258 8 месяцев назад +1

    Just an Amazing job ! 🙏 very selfexplanatory and clear knowledge transfer! Keep up the good work

  • @emilix_262
    @emilix_262 Год назад +17

    A very good tutorial! Can you also make one on a load-save system? Including tile maps, inventory and maybe player settings? Thanks.

  • @Corummo
    @Corummo Год назад +2

    Best tutorial ever made on the subject. Finally a wise and proper utilisation of the ScriptableObjects concept. Bravo! 👏

  • @grifergaming4721
    @grifergaming4721 11 месяцев назад +1

    Man made it easier than brackeys inventory tutorial... hands down to this dude much easier to follow. and less complicated

  • @TheKr0ckeR
    @TheKr0ckeR Год назад +1

    thanks mate. I was always wondering modular inventory system

  • @oggy4019
    @oggy4019 Год назад

    Absolute cool tutorial, all of instruction are clear, i hope i can add some features by myself

  • @kacpermaciag9595
    @kacpermaciag9595 Год назад

    Best tutorial on RUclips!!

  • @monke3202
    @monke3202 3 месяца назад +1

    Incredible tutorial

  • @Shonia
    @Shonia Год назад

    Awesome video!

  • @DrawMaster115
    @DrawMaster115 10 месяцев назад

    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!!!

  • @4speed202
    @4speed202 Год назад

    Easy to understand, thank you :D

  • @OliverWendelin
    @OliverWendelin Год назад

    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?

  • @leLawain
    @leLawain Год назад

    Hey, good video!
    What kind of Visual Studio are you using that you get all these colorful highligths?

  • @csr3846
    @csr3846 Год назад

    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?

    • @csr3846
      @csr3846 Год назад

      I found a way.. rather clumsy, but works for now.
      public void OnEndDrag(PointerEventData eventData)
      {
      if(eventData.pointerEnter == null) {
      // outside of inventory
      }
      }

  • @danielrosenberg7174
    @danielrosenberg7174 Год назад +4

    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.

    • @Coleslaw333
      @Coleslaw333 9 месяцев назад +1

      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

  • @arisaek7764
    @arisaek7764 10 месяцев назад

    you sir are amaizing!

  • @KennyClipz
    @KennyClipz Год назад

    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!

  • @chriscamp9788
    @chriscamp9788 Год назад +3

    Incredible tutorial. A great starting point for almost all of my learning in unity. Thanks a ton!

  • @DeveloperJake
    @DeveloperJake Год назад +4

    No way
    This is actually a cool tutorial

    • @CocoCode
      @CocoCode  Год назад +1

      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 👨‍💻

  • @matthias2122
    @matthias2122 Год назад +1

    Great Tutorial keep up the great work!!! What Color Theme are you using?

  • @FelinaFaerlaingal
    @FelinaFaerlaingal Год назад

    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

  • @fv4202x
    @fv4202x 8 месяцев назад +3

    If your dragging item is not on the screen, Change canvas type to overlay (not camera)

  • @marixcool
    @marixcool 8 месяцев назад

    great video !

  • @waterrrrrr49
    @waterrrrrr49 Год назад +1

    How would i make it so that when an item is selected a game object in the scene is enabled? thank you

  • @antonjjohansson
    @antonjjohansson Год назад

    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.

  • @EllsDev
    @EllsDev 4 месяца назад

    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?

  • @simonjares3780
    @simonjares3780 Год назад

    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.

  • @CaptainBlackSea
    @CaptainBlackSea 3 месяца назад

    Thank You

  • @CosmicDish
    @CosmicDish 11 месяцев назад

    Best unity dev

  • @jellejankowski2239
    @jellejankowski2239 7 месяцев назад

    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

  • @FadiFlashi
    @FadiFlashi Год назад

    I'm struggling to translate this into a photon multiplayer inventory system :( Does anyone know a good tutorial or way to do it online?

  • @trentontyee2552
    @trentontyee2552 Год назад

    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

  • @Nahciak
    @Nahciak Год назад +2

    swietny kanal

  • @jovanzivkovic7053
    @jovanzivkovic7053 Год назад +1

    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!!

  • @firecreeper9059
    @firecreeper9059 2 месяца назад

    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!

  • @alikarimi7056
    @alikarimi7056 10 месяцев назад

    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 ?

  • @erkan2284
    @erkan2284 Год назад +2

    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);
    }

  • @DemersCreations
    @DemersCreations Год назад

    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.

  • @kaio9637
    @kaio9637 Год назад

    nice video man.

  • @freepik19nineteen2
    @freepik19nineteen2 Год назад +1

    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! 🤩🤩🤩

  • @YuriNoirProductions
    @YuriNoirProductions 10 месяцев назад +1

    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?

    • @YuriNoirProductions
      @YuriNoirProductions 10 месяцев назад +3

      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

  • @youtubebannedmefornoreason8380

    does it save after program stopped ? i dont think so, does it ?

  • @HMaster28
    @HMaster28 3 месяца назад

    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?)

  • @ErstMalTeee
    @ErstMalTeee 11 месяцев назад

    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?

  • @randomrech5666
    @randomrech5666 Год назад +1

    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?

    • @capeto.
      @capeto. 9 месяцев назад

      hi, Have you solved it?

  • @akhilldhilipkumarkalaiyara1601
    @akhilldhilipkumarkalaiyara1601 4 месяца назад

    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.

  • @Education_Platform-Block211
    @Education_Platform-Block211 Год назад

    Hey! Can you make tutorial about grid based inventory? Like a Inventory in Escape from Tarkov?

  • @abdurrehmanmuhammad6267
    @abdurrehmanmuhammad6267 9 месяцев назад

    Is it possible to drag the items for Inventory to the actual game?

  • @gamoe
    @gamoe Год назад

    thanks you

  • @flowersfish1348
    @flowersfish1348 Год назад

    Please Upload More ur Video is so usefull ...

  • @WGuy08
    @WGuy08 Месяц назад

    Great tutorial! The only problem i have is when i drag the image will disappear while dragging

  • @charlesgouvion3718
    @charlesgouvion3718 10 месяцев назад

    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

  • @Cazaril
    @Cazaril 7 месяцев назад

    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?

  • @Yonnorr
    @Yonnorr 9 месяцев назад

    has anyone implemented splitting stacks at all? Curious to see how people achieved that

  • @tempoz2403
    @tempoz2403 22 дня назад

    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.

  • @venesardthethief6704
    @venesardthethief6704 9 месяцев назад +3

    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!

    • @venesardthethief6704
      @venesardthethief6704 9 месяцев назад +3

      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!

    • @AfridiAE
      @AfridiAE 5 месяцев назад

      @@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;
      }

    • @emilian_spielt300
      @emilian_spielt300 2 месяца назад

      even tho you wrote this 6 month ago it still found its use, thanks man you really helped me out on this.@@venesardthethief6704

  • @tabsoncode
    @tabsoncode Год назад

    Does anyone know how I would create a chest system with this code?

  • @hirosacraftsmp8278
    @hirosacraftsmp8278 10 месяцев назад

    does this work for the new input system ??

  • @vexor699
    @vexor699 Год назад

    here before it goes viral

  • @markflakezCG
    @markflakezCG Год назад +4

    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 :(

    • @markflakezCG
      @markflakezCG Год назад +1

      @@waschwolf0766 It actually solved it.. I can't thank you enough!! I would never have thought this was the problem.

    • @markdanisovszky368
      @markdanisovszky368 Год назад

      Same issue and i already using the Legacy Text element :(

    • @markdanisovszky368
      @markdanisovszky368 Год назад +2

      Solved: Just resized the text element size (i made it smaller) and works now!

    • @stepannovoselov4072
      @stepannovoselov4072 Год назад +5

      OnBeginDrag: countText.raycastTarget = false;
      OnEndDrag: countText.raycastTarget = true;

    • @HouseTrapJay
      @HouseTrapJay Год назад +1

      @@stepannovoselov4072 ^^^ This is the fix. Great stuff and thank you. Never would've guessed the Text was the culprit here without these comments.

  • @Cybarxz
    @Cybarxz Год назад +1

    Are we still having a scriptable obj video?

  • @Fluffyman2271
    @Fluffyman2271 Год назад

    This is the 100th comment. This tutorial was very helpful

  • @antonjjohansson
    @antonjjohansson Год назад +1

    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.

    • @kootsy2465
      @kootsy2465 Год назад +2

      OnBeginingDrag : countText.raycastTarget = false;
      OnEndDrag: countText.raycastTarget = true;

    • @antonjjohansson
      @antonjjohansson Год назад

      @@kootsy2465 Life saver man! Thank you!

    • @kootsy2465
      @kootsy2465 Год назад +1

      @@antonjjohansson gotchu

    • @Kyami.
      @Kyami. 11 месяцев назад

      @@kootsy2465 thank you friends

  • @cmapez
    @cmapez Год назад +1

    God's tutorial.

  • @artris_lotyt4979
    @artris_lotyt4979 Год назад

    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

    • @DemersCreations
      @DemersCreations Год назад

      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

    • @artris_lotyt4979
      @artris_lotyt4979 Год назад

      @@DemersCreations ok thanks

  • @bestofgame887
    @bestofgame887 Год назад +2

    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

    • @ChronomancerDe
      @ChronomancerDe Год назад

      Just make it imposible to pick up items while in Inventory.

    • @lewuko5688
      @lewuko5688 Год назад

      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.

  • @stepannovoselov4072
    @stepannovoselov4072 Год назад +1

    how drop my items?

  • @UpcomingPlayChannel
    @UpcomingPlayChannel Год назад

    Hey everyone. Anyone can tell me how i can add mouse click sellect?

  • @tahakh9378
    @tahakh9378 11 месяцев назад

    man, thats what i want

  • @sylwestertadyniewicz5876
    @sylwestertadyniewicz5876 4 месяца назад

    How can I lift an object from, for example, the ground ? With the help of this great tutorial :)

    • @CocoCode
      @CocoCode  4 месяца назад

      That is covered at the end of this video when we merge projects with Tamara :)

  • @jeap-k1555
    @jeap-k1555 Год назад

    Does "inventory drag and drop" section work also for mobile games ?

    • @CocoCode
      @CocoCode  Год назад

      Of course! You only need to make sure that the touch target will be big enough

    • @jeap-k1555
      @jeap-k1555 Год назад

      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 ?

    • @CocoCode
      @CocoCode  Год назад +1

      In such case a first finger position is mapped as Input.mousePosition.

  • @jetsi604
    @jetsi604 Год назад

    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?

    • @tbardo3772
      @tbardo3772 Год назад +1

      in the "InventoryManager" script, you put "GetComponent" instead of "GetComponentInChildren"

    • @jetsi604
      @jetsi604 Год назад

      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!

  • @manrrikemorais9329
    @manrrikemorais9329 Год назад

    save and Load?

  • @LilzkGaming
    @LilzkGaming Год назад

    Can this be used for a 3d game

    • @CocoCode
      @CocoCode  Год назад

      Of course! You just need to hook up prepared methods to your game logic

  • @LLAGASLorenze
    @LLAGASLorenze Год назад

    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...

    • @CocoCode
      @CocoCode  Год назад +1

      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)

    • @LLAGASLorenze
      @LLAGASLorenze Год назад

      @@CocoCode Yes HAHA, it worked...Thank You very much

  • @deindeveloper
    @deindeveloper Год назад

    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

    • @Noroh_
      @Noroh_ Год назад

      Hi! I have the same problem, have you found the solution?

    • @deindeveloper
      @deindeveloper Год назад

      @@Noroh_ no

    • @tuxvec8777
      @tuxvec8777 Год назад +2

      make sure in the inspector to move the image component into the script slot

  • @8BitTie
    @8BitTie 10 месяцев назад

    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!

  • @kaptniglo7706
    @kaptniglo7706 Месяц назад

    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

  • @cjmars
    @cjmars 5 месяцев назад +2

    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.

    • @chiekokurokumo
      @chiekokurokumo 5 месяцев назад +1

      Ahh... thank you.

    • @connorwilson-long1336
      @connorwilson-long1336 5 месяцев назад

      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.

    • @cjmars
      @cjmars 5 месяцев назад

      @@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.

  • @burgundyboysyt2272
    @burgundyboysyt2272 11 месяцев назад

    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;
    }

  • @baldchessman
    @baldchessman 11 месяцев назад

    Anyone have an idea on how id go about saving and loading with this system (with json)

    • @baldchessman
      @baldchessman 11 месяцев назад

      I figured it out

    • @vansnarky5905
      @vansnarky5905 2 месяца назад

      @@baldchessmanNice, it's been a while since but do you have any pointers? Thinking of doing the same thing myself.

    • @baldchessman
      @baldchessman 2 месяца назад +1

      @@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)

    • @vansnarky5905
      @vansnarky5905 2 месяца назад

      @@baldchessman neat, thanks for the quick reply!

    • @baldchessman
      @baldchessman 2 месяца назад

      @@vansnarky5905 no problem, now go use it :D