
Nakshatra Inventory And Player Stat System
Nakshatra Studios
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Complete Unity inventory & equipment toolkit: editor windows to create inventories, items, quick bars and equipment panels; supports stacking/merging, currency conversion, drag-and-drop, and save/loadSupports all the render pipelinesNakshatraInventory2024 is a turnkey Unity toolkit that delivers a fully featured inventory and equipment system—no coding required. From in-editor setup to runtime integration, it handles every aspect of item management, currency, HUD display and persistence.Key FeaturesVisual Editor WorkflowSingle Inventory Manager window with tabs for creating Inventories, Items, Quick-Access Bars, Item Database and Equipment Panels.Drag-&-drop fields to assign prefabs, sprites and settings; instant “Create” buttons spawn UI elements in your scene.Robust Inventory & StackingConfigurable grid layouts, pagination, padding, spacing and cell sizes.Stackable items auto-merge when dropped onto like stacks, with overflow handling.Supports consumables, equipment, and multi-tier currency.Quick-Access BarHotkey-driven slots (1–0) for instant item use or ability triggers.Customizable slot count and button visuals.Equipment PanelDrag-&-drop gear slots (helmet, weapon, boots, etc.) that auto-wire to your Player’s Equipment script.Automatic ItemDB assignment and slot initialization.Currency ManagementMulti-tier currencies (e.g. silver → gold) with automatic conversion rolls.On-screen UI texts update in real time.Data saved and loaded alongside inventory.Pickup & In-World IntegrationItemPickup component to spawn 3D prefabs that display floating text on trigger.Configurable collider radius, pickup visuals and sound hooks.Save & Load SystemJSON-based persistence for inventory contents, equipped gear, quick-access slots and currency balances.One-line calls in your UI manager to handle save/load.Extensible Runtime APIInventory, InventorySlot, InventoryItem classes for custom logic.QuickAccessBar, CurrencyManager, Equipment and HUD scripts ready to plug into your game.Event hooks and public methods to extend behavior.Why You’ll Love ItRapid Prototyping: Build, test and iterate inventories and equipment UIs in minutes—no boilerplate.Designer-Friendly: Everything is exposed in the Unity inspector via clear, labeled fields.Polished UX: Drag-&-drop stacking, page-turning, cursor toggles, and hotkeys are all built in.Production-Ready: Handles edge cases (overflow stacks, invalid equipment drops) and includes undo/redo support in the editor.Fully Documented: Comes with step-by-step guide, API reference and example assets so your team can onboard instantly.Equip your project with a battle-tested inventory and equipment framework—focus on gameplay, not UI plumbing.Technical Details & Key FeaturesEditor ExtensionInventory Manager Window with five tabs: Create Inventory, Create Item, Create Quick-Access Bar, Item Database, Create Equipment PanelOne-click “Create” buttons spawn configured UI prefabs directly into your sceneUndo/Redo support and automatic scene-dirty markingInventory CreationConfigurable grid layout: slots per row, rows per page, padding, spacing, cell sizeCustom background sprite, slot prefab, next/previous page buttonsBuilt-in HUD setup: health, mana, stamina bars plus multi-tier currency displaysItem AuthoringScriptableObject-based InventoryItem with:Name, description, icon, stackability, max stack sizeEnum-driven ItemType (Consumable, Equipment, Currency)Stats list, amount (for consumables)Equipment sub-type (weapon, armor, slots)Runtime pickup prefab & pickup-text prefab assignmentQuick-Access BarHotkey slots (1–0) with configurable slot count & button‐number prefabSupports consumables and item use via QuickAccessBar.UseSlot(index)Item DatabaseAuto-gathers all InventoryItem assets into a single ItemDB ScriptableObjectEditor tab to refresh or regenerate the databaseEquipment PanelDrag-and-drop UI slots for helmet, weapon, boots, etc.Editor tab wires your EquipmentCanvas prefab to the Player:Adds (or finds) the Equipment component on the Player GameObjectAssigns the selected ItemDB and calls PopulateAllItemsList()Auto-maps each UI slot to its matching InventorySlot field (icon + stack text)Runtime APIInventory: holds pages of InventorySlot, supports add/remove, stacking, paginationInventorySlot: data container + UI reference, SetItem(item, qty)InventoryItem: plus ItemPickup component for world pickup behaviorEquipment: equip/unequip methods, slot lookup by item typeQuickAccessBar, HUD, UIManager: update bars, text, and slot visualsDrag-and-Drop HandlerInventoryDragHandler supports:Merging stacks up to maxStackSize with overflow handlingSwapping items between slots and equipment slotsInvalid-drop protection (e.g. wrong equipment slot)Page-changing by dragging over next/prev buttonsCurrency ManagerMulti-tier currency list (highest value first)Conversion roll-over (e.g. Silver → Gold) based on per-tier conversionRateReal-time UI Text updatesSave/Load support via GetCurrencyData() / SetCurrencyData(...)Save/Load SystemJSON-based persistence via SaveLoadManagerSerializes: inventory contents, equipped gear, quick-access slots, and currency balancesOne-line editor-hookable SaveGame(...) / LoadGame(...) callsIn-World PickupItemPickup MonoBehaviour with configurable collider radius & heightInstantiates pickup prefab, shows floating PickupText on triggerExtensibilityAll major classes expose public methods, events, and properties for customizationDrop-in prefabs and scriptable assets allow full UI re-theming and behavior overridesWell-documented code and a comprehensive README for rapid integration into any projectI leaned heavily on AI (OpenAI’s ChatGPT) throughout the toolkit’s development to accelerate both coding and documentation:Prompt-Driven Script GenerationI described each feature (inventory grid, stack merging, equipment slots, save/load, etc.) in plain English prompts and had ChatGPT scaffold the C# MonoBehaviours, editor windows, and data classes from scratch.Iterated on those prompts—refining names, adding error checks, tweaking API signatures—until the generated code fit my exact needs.Rapid Prototyping & IterationRather than hand-typing every property drawer or drag-handler, I used ChatGPT to produce working drafts, then edited and tested in Unity, feeding back any failures (“this merge logic isn’t working”) directly into new prompts.This closed-loop “prompt → code → test → prompt” cycle cut development time by more than half.Automated Documentation & UI TextAfter coding, I asked the AI to produce README sections, in-editor tooltips, and API summaries based on the code it had generated—ensuring consistency between implementation and docs without having to write them by hand.Refactoring & Best PracticesUsed follow-up prompts to refactor early versions into safer patterns (e.g. SafeObjectField, undo-friendly editor calls, JSON save structures), drawing on ChatGPT’s awareness of Unity conventions.By combining my prompt-engineering skills with ChatGPT’s ability to generate, refine, and document Unity C# code, I was able to build a polished, fully-featured Inventory & Equipment toolkit with minimal boilerplate work.