A free modular inventory framework with spatial bags, equipment progression, crafting stations, item effects, safe saves, clean starters and explained feature controls.The inventory Core is independent of rendering. Included examples use uGUI and TextMeshPro with Built-in rendering or URP 17.5.0. Import TMP Essential Resources for UI text. Themes, slot prefabs and item visuals can be customized for your game.Smart Inventory System 2.0 is a free modular inventory framework. Keep the conventional inventory screen, start with a spatial pack, or compose the systems your game needs. Full C# source and English documentation are included.CHOOSE YOUR SYSTEMSThe Feature Control Panel explains each option and what disabling it changes. Choose optional modules before Play; dependencies follow automatically. Required identity, safe stacking, base inventory and save validation remain active. Profiles govern linked contexts and sessions, without deleting content or silently discarding saved data.ITEMS AND CONTAINERSIndependent identities and personal properties; safe stacking; durability and repair; rolled properties; upgrades; sockets; charges and recharging; quest and ownership policies; ordinary slots; spatial footprints; validated movement and rotation; automatic arrangement; capacity changes; nested storage; weight and volume limits; favorites and locks; bulk transfer reports.EQUIPMENT AND PROGRESSIONNamed equipment slots, two-handed occupancy, owned-item loadout presets, before/after comparisons, equipment set bonuses and character visuals following the actual equipped pieces.CRAFTING AND GAMEPLAYRecipe discovery and prerequisites, complete batch-cost previews, atomic crafting, explicit-time station queues, cancellation and protected refunds, dismantling with exact previews, actor effects and logical cooldowns.INSTALL IN YOUR OWN GAMEUse the clean conventional screen or optional Gameplay Session and Gameplay Panel prefabs. The clean gameplay starter begins empty and grants nothing automatically. One integrated workshop shows systems sharing actual items and saved state; focused scenes explain individual modules. GAME_INTEGRATION.md maps setup for every module. FEATURE_CONTROLS.md explains profiles and existing-save behavior.No other RealCut product is required. Your game owns world interactions, rewards, actor integration, persistence lifetime and custom policies. The optional complete gameplay host manages one actor and one crafting station; advanced games can compose lower-level services.Full C# source with separate Core, Data, Persistence, Components, UI and optional Gameplay layers. Core has no UnityEngine dependency. Stable item and instance IDs survive asset renames.Prepared atomic operations validate costs, placement and ownership before committing. Versioned JSON and explicit save coordinators capture participating inventories, actor state and crafting stations together. Backup and recovery examples are included.Independent item state includes durability, rolled properties, upgrades, sockets and charges. Configure quest/ownership policies, favorites, locks, load limits, capacity and nested storage. Spatial inventories support footprints, rotation, placement and arrangement.Equipment supports slot rules, two-handed occupancy, owned-item loadouts, comparisons, set bonuses and character visuals. Crafting includes discovery, prerequisites, batch previews, timed queues, refunds and dismantling. Actor effects use a shared logical clock.The Feature Control Panel provides explanations, dependency handling and presets. Clean starter prefabs, focused demo scenes and an integrated workshop provide several ways to build your game integration.The included UI uses uGUI and TextMeshPro; import TMP Essential Resources for text. Input System integration is optional. Unity Test Framework is needed only to run included test assemblies. Unity packages and TMP resources are installed separately; see Third-Party Notices.txt.English documentation includes setup, module integration, customization, save migration and a public API reference. Built-in and URP 17.5.0 example rendering have been checked on Windows with Unity 6000.5.4f1.Videos show running Unity examples with automated actions; they are not AI-generated gameplay. No AI service or API key is required at runtime. Existing item icons are programmatically drawn artwork as disclosed for the previous version.Create pieces of marketing materials.Improve unit tests.


