To anyone else who had problems with resizing UI elements in this section - Make sure you're using the Rect Tool rather than the Scale Tool! He says multiple times to rescale UI objects, but he's actually using the Rect Tool rather than the Scale Tool. Using the Scale Tool will throw off many things you don't want to change whereas the Rect Tool simply resizes the object.
For those, who are like me, struggling with the last part (7:03 and onward where apply is used). Instead of opening 1 inventoryslot, open the inventoryslot prefab, change the values there and it will automaticly update for all your slots.
Brackeys always helps at the right time! I have been looking for a tutorial on inventory systems like this and found none until I found this one! I could not thank Brackeys enough for all the things I learnt from him.
At 1:53, you might have to install Sprite 2D from the package manager to adjust Sprite border to 20, if not installed already. At 2:51, the latest Unity version allows you to input Pixels Per Unit Multiplier, which can be set to 2 for bumping up from 100 to 200.
Hi! So, I've been watching you for probably around two-ish years now on and off, because honestly you have the most solid Unity tutorials I've been able to find. You're a natural teacher, and whenever you do cover something, especially with your recent videos, you make it very, very easy to understand. You have no idea how grateful I am that you're here to teach these things, as game-creation is really more of a dedicated hobby of mine than anything, but I'd still like to be able to make something out of it, you know? So anyway, thank you for that. That being said, I do have a question. Could we possibly have just some basic first person movement covered? I know you had a multiplayer FPS series, but I was a little confused by the concept and the only thing I feel holding me back right now is player movement. Thank you so much again, Brackeys, you've done some amazing work! Please keep it up :)
I don't think a guy spewing out code with less than 5-word explanations on everything faster than the actual flash is a very good way to learn. I've followed along well enough so far because it's been very simple, but hell if I know how the hell most of these scripts work. And if I can't figure out how they work from this video, then I can't modify it to fit my exact purpose. I guess these videos alone aren't meant to teach you everything, but it leaves a lot to be desired. I mean I want to know how the hell the thing I'm putting into my game works at least...
For everyone having issues with their buttons, try making a new canvas and then dragging everything over to that one. Add your script to it and update any references and it should all be fixed! Unity has a weird way of handling interaction and when creating a canvas, certain components / features are enabled or disabled based on how you created the canvas. Just right clicking in your hierarchy and selecting UI>Canvas should give you one that works.
For anyone who follows the tutorials in newer versions of Unity, and the UI isn't blocking raycasts or being interacted with, I had that problem and found a solution. I had to make sure that the Event System I had was parented to the GameManager object. I had it as a child of the player. I also had to click Add Default Input Modules to get a Standalone Input Module attached as a component. Then it started working. Hope this helps, good luck!
Hey I think I have the same issue, I am trying to make sense of your message. -You child-ed Event System to the Game Manager, then you child-ed both to the Palyer and then you Add Default Input Module as a component (not specified where). Could you help me make sense of this?
Always learning something new. I started watching this to learn how to create an inventory, and came across the 'slice' for sprites...just made a few items look way better. Just something new I did not know. Thanks.
I love that the video is short and very instructive. Im doing an rpg dungeon crawler and im very exited to put an inventory system in my game. thanks a lot.
In my humble opinion I stop the video every minute or so to get more into each piece of code he adds and I actually enjoy that more. He just gives a very general guideline.
instead of having a "delete button" make an area where you need to drop the item and in the next video, when you drop the item there call the remove item function (the remove function will probs come next video)
-create the inventory. -create a scripts that can hold the recipes (all recipes should look for certain items, and hold the creation item) and one crafting interface -on click on the recipe verify the player inventory for the items (probably a foreach item i in recipe -> check player inventory for said item) -if everything is true -> spawn item on the world. or just run the add method of the inventory. and there you go. a build system :)
I'm 3 months late, but this is how i did it, i used a 3 dimensional array. A normal array is just a list, you use 1 number to state which object in the list, well a three dimensional array needs three numbers. It looks something like this: list[,,] you put three numbers in the brackets when you want to get a certain variable(or object) from it. so i made it so that each object you craft with has a number, and when you craft, you put in each number in order. so if wood had a number of 1, and i used three wood, i would craft the thing [1,1,1] into the list. You would need to fill up the list before you start crafting with it.
@Luka Grouwstra wow this notification came as a surprise lol. but yeah. using this (the video) inventory system as a base. IF I recall correctly the code for populating the inventory was in another video. but I think it was based on an array of items. so making an interface for the crafting that compared the items in the array vs the recipe for components, and a spawn item should be enough. how you check the materials would depend on how you stored your materials in the inventory. so that could vary a little that's basically a crafting system alright XD
When I create the UI Image for the CloseButton as a child of InventorySlot, it doesn't show up at all and I can't move or scale it. Any Idea how to fix that?
Hello, thank you for your videos. I have only a question. Could someone tell me if the same process is useful for a 2d project? or I must change something?
I do follow on and make the tutorials in the end, but mainly just to help me get a bit more familiar with the Unity editor and the languages that come with it.
Excuse me, but what's wrong with ''copying''? How else do you learn about the functions of a program? Every piece of software i've learned to use i've learned through copying. Language is learned by copying. Basically everything is. What do you mean?
Lmao there's nothing wrong with copying. 'This tutorial is never gonna help in real world application' my ass. There's so much stuff packed into these tutorials (both Brackey's and Sebasian's) that are incredibly helpful.
i still get "Assets\Scripts\InventorySlot.cs(13,28): error CS1061: 'Item' does not contain a definition for 'icon' and no accessible extension method 'icon' accepting a first argument of type 'Item' could be found (are you missing a using directive or an assembly reference?)"
For everyone having issues with their buttons, try making a new canvas and then dragging everything over to that one. Add your script to it and update any references and it should all be fixed! Unity has a weird way of handling interaction and when creating a canvas, certain components / features are enabled or disabled based on how you created the canvas. Just right clicking in your hierarchy and selecting UI>Canvas should give you one that works. (3 months late, but maybe you've been sitting on this for a while lol)
Hi, I wanted to make a right click system on items to see there stats on a separate interface (just next to the inventory interface) but I've got a problem... Unity does not allow me to use right click on a button component ? (on click event only detects left click and it is pretty annoying for what I want to do :/ ) Can anybody tell me how I can make my right click system by using button component ? Thanks ^^
I think you can try and make use of the way he uses different mouse clicks for movement and interaction *The part where he puts in left clicking as 0 and right clicking as 1 on a script. If I find time I'll give you a timestamp if you want* for that. If you already figured it out that would be great too tho : ^)
Can you make a tutorial about saving and loading things like positions, rotations, health, and more variables of multiple objects to Json file? I can't figure it out. :(
All content by Brackeys is 100% free. We believe that education should be available for everyone. Any support is truly appreciated so we can keep on making the content free of charge. dont lie the assets make u pay
Hello Brackeys. I was wondering if you could do a video or point to information about joystick movement pattern recognition. What I mean by that is being able to recognize movements such as those in fighting games and some hack-and-slash action games such as Bayonetta or Devil May Cry 4(like backward-forward, forward-forward, and joystick rotation). I have so far been able to separate the joystick into cardinal directions. I am assuming those should be stored in a queue and the queue can be read and the movement pattern recognized. I, however, have no idea how to approach it. I hope you see this. Thank you.
Question? If I want my Inv panel to be square, but be equal to the lesser of the screen width or height, and to scale with the selected resolution, how do I do this. I tried using scripts to edit the RectTransform, but I keep getting the error "RectTransform is not an editable field"
hello, I wonder how could you resize the title panel of inventory like that? It changes the left and right size at the same time.I tried to bind Shift, Cmd or Ctrl, but it didn't work.
Hi! So I've been working on my own inventory system but I'm creating another panel for my equipped gear but there is a problem. When I try to drag and drop an item it goes under the 2nd panel (the equipment panel) and I have no Idea how to fix that. Any ideas?
Can someone pls help me i have a problem that when i click i and e for opening and closing inventory it's just gone when i press the i button i can't click it again or b to get the UI back
Ok brack I downloaded the assets from the first video i don't know if there's a difference between that one and this one but if there is I'd like to know how to bring them into unity with out destroying everything that's what happened with Sabastion and the character stuff so i wasn't able to learn anything as far as that goes, also if there the same assets where do i find the inventory( are they referred to as sprites?) and the rest of the things you talk about at the start and again how do I put them in with out destroying everything. I will await your response or anyone's response willing to help before continue in these tutorials.
ok so iv figured out how to get them into the scene and everything but for some reason my inventory is way different than brackeys like i have the same sizes but mine's is huge compared to his.
nvm i just restarted and used my own sizes still don't know why it was doing that but whatever it worked out in the end...gotta feeling this is gonna keep happening just me not knowing how i fixed something.
Panel is same as image with a preset rect transform and preset image / color. Good for prototyping. Since the default image / color is slightly transparent, you can just stack them and still see your layout before you change images.
When I pick up an item,my console reads that I have picked up the item 20 times.so,item pickup repeats until all slots are filled....how can I fix this
I like your short tutorial videos. Can you do one on UnityEvents and Events? They seem very useful and kind of remind me of blueprints in Unreal Engine
Slicing the image doesn't do the thing you did for me. I sliced to make the edges the border, but the part i wanted to be the border doesnt actually show
To anyone else who had problems with resizing UI elements in this section - Make sure you're using the Rect Tool rather than the Scale Tool! He says multiple times to rescale UI objects, but he's actually using the Rect Tool rather than the Scale Tool. Using the Scale Tool will throw off many things you don't want to change whereas the Rect Tool simply resizes the object.
omg thank you
For those, who are like me, struggling with the last part (7:03 and onward where apply is used). Instead of opening 1 inventoryslot, open the inventoryslot prefab, change the values there and it will automaticly update for all your slots.
thank you!
Thank you!!
Fix for error "No Sprite Editor Registered".
- Select Window > Package Manager > 2D Sprite
- Install package
in my window there arent any 2d sprite
@@tommans3125
I hope I'm not too late. You need to change the package to "All packages" near the "+" sign.
thx
@@behindthewheel4236 does this tutorai l still work?
You're a lovely man.
He ends with, "You guys rock!"
No, you rock!
Brackeys always helps at the right time! I have been looking for a tutorial on inventory systems like this and found none until I found this one! I could not thank Brackeys enough for all the things I learnt from him.
At 1:53, you might have to install Sprite 2D from the package manager to adjust Sprite border to 20, if not installed already.
At 2:51, the latest Unity version allows you to input Pixels Per Unit Multiplier, which can be set to 2 for bumping up from 100 to 200.
Hi! So, I've been watching you for probably around two-ish years now on and off, because honestly you have the most solid Unity tutorials I've been able to find. You're a natural teacher, and whenever you do cover something, especially with your recent videos, you make it very, very easy to understand. You have no idea how grateful I am that you're here to teach these things, as game-creation is really more of a dedicated hobby of mine than anything, but I'd still like to be able to make something out of it, you know? So anyway, thank you for that. That being said, I do have a question.
Could we possibly have just some basic first person movement covered? I know you had a multiplayer FPS series, but I was a little confused by the concept and the only thing I feel holding me back right now is player movement. Thank you so much again, Brackeys, you've done some amazing work! Please keep it up :)
Wich kind of games do you make?
I must follow the trend of yearly comments
I don't think a guy spewing out code with less than 5-word explanations on everything faster than the actual flash is a very good way to learn. I've followed along well enough so far because it's been very simple, but hell if I know how the hell most of these scripts work. And if I can't figure out how they work from this video, then I can't modify it to fit my exact purpose. I guess these videos alone aren't meant to teach you everything, but it leaves a lot to be desired. I mean I want to know how the hell the thing I'm putting into my game works at least...
Sol he teaches you exactly what the script does... wdym?
use dani's
For everyone having issues with their buttons, try making a new canvas and then dragging everything over to that one. Add your script to it and update any references and it should all be fixed!
Unity has a weird way of handling interaction and when creating a canvas, certain components / features are enabled or disabled based on how you created the canvas. Just right clicking in your hierarchy and selecting UI>Canvas should give you one that works.
Super professional and concise! Keep up the great content!
For anyone who follows the tutorials in newer versions of Unity, and the UI isn't blocking raycasts or being interacted with, I had that problem and found a solution.
I had to make sure that the Event System I had was parented to the GameManager object.
I had it as a child of the player.
I also had to click Add Default Input Modules to get a Standalone Input Module attached as a component. Then it started working.
Hope this helps, good luck!
Hey I think I have the same issue, I am trying to make sense of your message.
-You child-ed Event System to the Game Manager, then you child-ed both to the Palyer and then you Add Default Input Module as a component (not specified where).
Could you help me make sense of this?
Those having trouble with the button not interacting make sure you add an (Event System) to the scene (Add > UI > Event System).
It works! Thank you!
Thankyou!!
Always learning something new. I started watching this to learn how to create an inventory, and came across the 'slice' for sprites...just made a few items look way better. Just something new I did not know. Thanks.
I've been waiting all day for this! My current project is starting to get very rpg ish
I have to say though, kinda disappointed at the limited scope of this video.
To apply InventorySlot prefab (~7.20) instead of "Apply" we now have "Overrides -> Apply All"
Thank you!
Thanks :)
Awesome video man! Thank for your effort into creating concise and very informative videos.
I love that the video is short and very instructive. Im doing an rpg dungeon crawler and im very exited to put an inventory system in my game. thanks a lot.
Great Tutorial!!! It is always awesome to see good tutorials on unity's UI system.
GREAT tutorials! waiting for the enemy rpg tutorial!
How do i save the items i have in my inventory to player pref.
So when i quit the game and come back in, it will still be there.
Than you!
I know this is kinda late now, but if anyone comes across this and wants to know how, check Brackeys video about SAVE & LOAD SYSTEM in Unity
I think there's a secret cult of Unity where all together made the promise to make Tutorials insanely fast mmh
Definitely invest in a udemy course it helps soo much compared to these. These are not for beginners.
fast thinkers like it fast time is short.
In my humble opinion I stop the video every minute or so to get more into each piece of code he adds and I actually enjoy that more. He just gives a very general guideline.
How can i make it that, I have to drag the item to a "Drop" area/button?
instead of having a "delete button" make an area where you need to drop the item and in the next video, when you drop the item there call the remove item function (the remove function will probs come next video)
well no shit, How can I drag an Item?
took me 15 seconds to find a video on how to do it..... learn to google
wow dont got to be a dick about it
same for you
How to make a Build system
PLEASE
-create the inventory.
-create a scripts that can hold the recipes (all recipes should look for certain items, and hold the creation item) and one crafting interface
-on click on the recipe verify the player inventory for the items (probably a foreach item i in recipe -> check player inventory for said item)
-if everything is true -> spawn item on the world. or just run the add method of the inventory.
and there you go. a build system :)
I'm 3 months late, but this is how i did it, i used a 3 dimensional array. A normal array is just a list, you use 1 number to state which object in the list, well a three dimensional array needs three numbers. It looks something like this:
list[,,] you put three numbers in the brackets when you want to get a certain variable(or object) from it.
so i made it so that each object you craft with has a number, and when you craft, you put in each number in order.
so if wood had a number of 1, and i used three wood, i would craft the thing [1,1,1] into the list. You would need to fill up the list before you start crafting with it.
@Luka Grouwstra wow this notification came as a surprise lol. but yeah.
using this (the video) inventory system as a base. IF I recall correctly the code for populating the inventory was in another video.
but I think it was based on an array of items. so making an interface for the crafting that compared the items in the array vs the recipe for components, and a spawn item should be enough.
how you check the materials would depend on how you stored your materials in the inventory. so that could vary a little
that's basically a crafting system alright XD
Hey, why even after I chose "None" option in Button's Navigation my player moves?
Thanks)
When I create the UI Image for the CloseButton as a child of InventorySlot, it doesn't show up at all and I can't move or scale it. Any Idea how to fix that?
Use witdth and height
Hello, thank you for your videos. I have only a question. Could someone tell me if the same process is useful for a 2d project? or I must change something?
It should work no problem
cheers for the tutorial you guys, making real good progress with my game development career 👍
Dude, don't copy them. Just learn. This tutorial is never gonna help in real world application. Everything depends on the project.
Yeah, I only use the coding parts to learn keywords and what they do in Unity C#
I do follow on and make the tutorials in the end, but mainly just to help me get a bit more familiar with the Unity editor and the languages that come with it.
Excuse me, but what's wrong with ''copying''? How else do you learn about the functions of a program? Every piece of software i've learned to use i've learned through copying. Language is learned by copying. Basically everything is. What do you mean?
Lmao there's nothing wrong with copying. 'This tutorial is never gonna help in real world application' my ass. There's so much stuff packed into these tutorials (both Brackey's and Sebasian's) that are incredibly helpful.
YOU'RE FRAKKING AWESOME - THANK YOU
Thank you so much for the great tutorials, you are one of the best in the world.
brackeys was a little to fast on this one so if you're slow like me then I'd recommend watching this at 0.75 speed
i still get
"Assets\Scripts\InventorySlot.cs(13,28): error CS1061: 'Item' does not contain a definition for 'icon' and no accessible extension method 'icon' accepting a first argument of type 'Item' could be found (are you missing a using directive or an assembly reference?)"
For some reason my close button and item button do not want to react to the mouse when clicking on them, may someone help me, pllzzzz?
For everyone having issues with their buttons, try making a new canvas and then dragging everything over to that one. Add your script to it and update any references and it should all be fixed!
Unity has a weird way of handling interaction and when creating a canvas, certain components / features are enabled or disabled based on how you created the canvas. Just right clicking in your hierarchy and selecting UI>Canvas should give you one that works.
(3 months late, but maybe you've been sitting on this for a while lol)
Crazy Ginger shoot, thanks 🙏. I was able to solve the problem a while back, but I appreciate the help. 👍
Hi, I wanted to make a right click system on items to see there stats on a separate interface (just next to the inventory interface) but I've got a problem... Unity does not allow me to use right click on a button component ? (on click event only detects left click and it is pretty annoying for what I want to do :/ ) Can anybody tell me how I can make my right click system by using button component ? Thanks ^^
have you figured it out?
I think you can try and make use of the way he uses different mouse clicks for movement and interaction *The part where he puts in left clicking as 0 and right clicking as 1 on a script. If I find time I'll give you a timestamp if you want* for that. If you already figured it out that would be great too tho : ^)
Can you make a tutorial about saving and loading things like positions, rotations, health, and more variables of multiple objects to Json file? I can't figure it out. :(
hi. thank you for your helpful video..How can I make the number of slots dynamic?
yes, been waiting all day.
Thank you so much for your great tutorials!
All content by Brackeys is 100% free. We believe that education should be available for everyone. Any support is truly appreciated so we can keep on making the content free of charge.
dont lie the assets make u pay
Hello Brackeys. I was wondering if you could do a video or point to information about joystick movement pattern recognition.
What I mean by that is being able to recognize movements such as those in fighting games and some hack-and-slash action games such as Bayonetta or Devil May Cry 4(like backward-forward, forward-forward, and joystick rotation). I have so far been able to separate the joystick into cardinal directions. I am assuming those should be stored in a queue and the queue can be read and the movement pattern recognized. I, however, have no idea how to approach it. I hope you see this. Thank you.
For me the inventory panel scales horribly anyone have any idea what have i did wrong?
Question? If I want my Inv panel to be square, but be equal to the lesser of the screen width or height, and to scale with the selected resolution, how do I do this. I tried using scripts to edit the RectTransform, but I keep getting the error "RectTransform is not an editable field"
hello, I wonder how could you resize the title panel of inventory like that? It changes the left and right size at the same time.I tried to bind Shift, Cmd or Ctrl, but it didn't work.
So this is how runescape was formed.
Except it was java.
nah, runescape was made on unity
@@bruh-bf6jd i heard a tupac song about runscape in unity.
if your sprite is not getting selected go to the sprite and in the incepecter there will be a texture type select sprite
Hi! So I've been working on my own inventory system but I'm creating another panel for my equipped gear but there is a problem. When I try to drag and drop an item it goes under the 2nd panel (the equipment panel) and I have no Idea how to fix that. Any ideas?
if you have discord i may be able to help
@@Synithea Thank you for your help, but I solved it. :)
@@GeekTecStudio no problem :3
NOTIFICATION SQUAD!!!! 🙋♂️🙋♂️🙋♂️
another amazing tutorial
Please how could I do for on trigger enter one object, make it disappear and later appear in the inventory???
My canvas not showing on my scene view. It only shows when I click on it. How to fix? Thanks
How do I make a placeholder? I'm making the game in 2D and I don't understand.
Hi! I have a problem, my Unity(2019.3) says: The type or namespace name 'Inventory' could not be found... How do i fix this?
1:37, sprite distortion
2:43, error in that fix
Sebastian doin the hard work hm
Hmm, when I added the grid layout group,, the item panels didn't separate. What did I do wrong?
dont know if you still trying, but redo the tutorial step by step, maybe you missed something.
i had the same problem and it was because of that
Can someone pls help me i have a problem that when i click i and e for opening and closing inventory it's just gone when i press the i button i can't click it again or b to get the UI back
If your button is not registering as being clickable, make sure you have "Interactable" selected in the Inspector of the "button"
Ok brack I downloaded the assets from the first video i don't know if there's a difference between that one and this one but if there is I'd like to know how to bring them into unity with out destroying everything that's what happened with Sabastion and the character stuff so i wasn't able to learn anything as far as that goes, also if there the same assets where do i find the inventory( are they referred to as sprites?) and the rest of the things you talk about at the start and again how do I put them in with out destroying everything. I will await your response or anyone's response willing to help before continue in these tutorials.
ok so iv figured out how to get them into the scene and everything but for some reason my inventory is way different than brackeys like i have the same sizes but mine's is huge compared to his.
nvm i just restarted and used my own sizes still don't know why it was doing that but whatever it worked out in the end...gotta feeling this is gonna keep happening just me not knowing how i fixed something.
why using only panel? i made my inventory with Images, Raw Images and Button. is that Ok? Panel is better?
Panel is same as image with a preset rect transform and preset image / color. Good for prototyping. Since the default image / color is slightly transparent, you can just stack them and still see your layout before you change images.
Can i make a request?
Can you create a tutorial that the inventory can save and load the item does it pick up? Thanks :))
No time wasted!
everything went over my head
Hi Asbjorn I'm Ankur and I want to ask you that what do you use for internet in your pc? I will be waiting for your reply.
When I pick up an item,my console reads that I have picked up the item 20 times.so,item pickup repeats until all slots are filled....how can I fix this
Slot image is missing from the RPG Tutorial Assets!
Brackeys what happen with subtitiles on vid :(((
Press captions :D
Seriously ? :D i have subtitiles only in netherland language
if eq will be completly different screen, you still should make it as panel? just full srceen size? maybe different state?
Bro can u please help me
Whenever I load my scene it comes up blank no terrain but other objects are there
Merci, tu m'aide enormement !!
I like your short tutorial videos. Can you do one on UnityEvents and Events? They seem very useful and kind of remind me of blueprints in Unreal Engine
i did some Events tutorials and the code i have now is decent. the tutorial i did was made by unity
This video is the quickest completion for me, took only 15 minutes, wow. (which means other videos take long time to complete what it says lol)
I can't find the sprite called "slot" in the downloaded assets. Anyone has any idea how to obtain it?
Its called Icon now for some reason
@@perithefairy158 ah okay, got it. Thanks!
Slicing the image doesn't do the thing you did for me. I sliced to make the edges the border, but the part i wanted to be the border doesnt actually show
hey can you make a tutorial on shop system like buying a character 2d or 3d which can be selected and can be active in the game scene
Okay so where do I get the sprites for the inventory system without paying for them?
make your own with paint
@@mcbattery856 it literally says $0 and then when you click that it says " get it for free "
I downloaded the assets, but the slot sprite wasn't in them :(
It's the icon sprite.
Super cool!
You rock man!
when i build a game i keep getting this error: building to the assets folder is not allowed
kipie kip choose a different folder to save your build into.
Can this inventory system be used in a 2D game?
do the coding of the inventory could you add dragging/dropping to different slots? Also some right click options would be nice.
For some reason I don't have a slot icon included with my assets
Turns out the file called "Icon" is the same file as the one that says "Slot" in the tutorial. I'm good now
Wow.. I have an inventory now ;DDD
which letter on keyboard to duplicate?
Ctrl + D
thx
Waiting the next video!! ^^
will you please make a tutorial for 2d action mmorpg with inventory and equip?
Keep up the good work.....Your tutorials are something above everyone!!! Just one thing u didn't do a livestream in quite sometime....please check so
Grid Layout Group Tutorial 5:20
great video thx
Could you make a clothing system? Equipment etc?
This is your 300th video Brackeys :)
nice teaching thanks
Istant like! Great work :)
can you make the next vedio about mobo games
like make alert or eny think
Where is the game manager code I can't find it in the file of the game
Yo Bro You are awesome!Could You make tutorial how to make nice game menu with ingame shop where player will be buy skins for coins?
does anyone know what script he used for the inventory?
What's the Inventory Scripts.?
Thanks
can someone link the next video to this? i cant find it.
Cool Video! thank's
where is the gamemanager coming from?