UInventoryGrid is a lightweight and easy-to-customize inventory grid management system for Unity projects, inspired by survival games like Escape From Tarkov, DayZ, and S.T.A.L.K.E.R.Whether developing a survival game, RPG, or any other genre, UInventoryGrid equips developers with the tools needed to create engaging and immersive gameplay experiences.Its adaptable functionality and extensive customization options make UInventoryGrid the ideal solution for implementing an inventory grid system in Unity Projects.Key FeaturesEffortless integrationUInventoryGrid drops into Unity projects with a straightforward setup so you can wire it into prototypes or full games quickly.Grid-based organizationItems live on a clear grid: each cell is part of the layout, so storage feels readable and easy to scan. Multiple grids can represent stash, rigs, secure containers, and dedicated equipment areas.User-friendly interactionDrag-and-drop remains the core: pick up, move, stack, rotate, and drop with familiar pointer behaviour. Runtime container panels work alongside your main UI when players open backpacks, rigs, or weapons.Item inspectionInspect shows name, description, and key data so players can decide what to keep, sell, or use without guessing.Stacking and splittingStack compatible items and split stacks when you need smaller bundles—useful for ammo, consumables, and bulk loot.Item usage & equipmentUse consumables and context actions from the grid. Equip compatible gear from the item panel (armor, helmet, headset, weapons, etc.). Equipment slots are defined per grid and item type; panelEquipOrder lets you resolve conflicts when several slots accept the same type (for example primary vs secondary weapon).Quickslot barBind important items to a hotbar for fast access; integrates with use/equip flows from the inventory controller.Weapon magazines & ammunitionCartridge-based magazines, caliber rules, loading and unloading rounds, and magazine ↔ weapon wells through the same runtime container pipeline used for stashes—aligned with optional shooting / ammo feedback in the demo.Nested containersContainers can hold other containers and weapons: stash state is stored recursively so nested backpacks, rigs, and inner loads stay consistent when items move or panels reopen.Search item (Tarkov-style)Hidden loot can be searched over time before it is fully revealed—queue-based flow with configurable duration, suited to survival / extraction-style games.Item rotationItems support rotation modes (none / two-way / four-way) so players can pack odd-shaped gear more efficiently.CustomizationTune grid sizes, allowed item types per grid, visuals, ScriptableObject item data, and how strict each slot is. The system is built to be extended per project.Customizable sound systemAssign audio for moves, clicks, searches, and optional container open sounds. Inventory playback avoids obvious pitfalls (e.g. search loop and one-shot behaviour) so SFX stay pleasant under heavy use.Item dropDrop items from the grid into the world when your game implements the drop callback—behaviour stays under your control.Runtime container UIOpen and close dynamic stash panels for backpacks, rigs, secure containers, and weapon magazine wells; state persists per item instance and survives equip when instances are recreated where supported.I utilized AI in my project to generate images for the icons and the background of the test interface. Specifically, I used Adobe Firefly to create these assets.



