Complete framework-agnostic inventory for Unity 6: items, stacking, weight, equipment, crafting, persistence, drag-drop UI. Zero third-party deps. Pure data model.Stop writing inventory from scratch on every project.InventoryCore gives you a production-quality, framework-agnostic inventory system you can have running in minutes. Pure data model — no MonoBehaviour god-objects, no hard UI coupling, no hard save-system coupling. Bring your own UI, bring your own save system. The core just does inventory correctly.ITEM SYSTEM• ScriptableObject item definitions (icon, category, rarity, weight, stack size, custom data)• Allocation-free ItemStack value type — safe in hot loops• Stable GUID-based IDs — rename assets freely without breaking save data• Open CustomData bag for game-specific extensions without subclassingINVENTORY CONTAINERS• Configurable capacity and weight limit• Automatic partial-stack fill, overflow to next slot• Per-slot lock and category filter• Full CRUD operations with detailed result codesCONSTRAINT SYSTEM• Pluggable IInventoryConstraint interface• Built-in weight, category, and quantity constraints• AND/OR composite constraints with a fluent builder API• Allocation-free in the common (no-violation) pathEQUIPMENT SYSTEM• Named slots (MainHand, OffHand, Head, …) via ScriptableObject definitions• Category filtering per slot• Automatic swap-to-backpack when equipping over an occupied slot• Stat provider bridge for any external stat systemCRAFTING BRIDGE• Synchronous and async (UniTask or coroutine fallback) crafting• Full atomic rollback — no half-crafted results• ICraftingRequirement for station/skill gates• Same-bag crafting supportedPERSISTENCE• Single JSON blob for all containers — write it wherever you like• Schema versioning with a migrator chain• Survives item renaming (IDs are GUIDs)• LoadReport describes every item/container that could not be restoredDRAG-AND-DROP UI (uGUI / Canvas)• Inventory and equipment panel grids on a standard Canvas• Ghost icon follows the pointer during drag• Screen-edge-aware tooltip (icon, name, description, rarity, weight, custom data)• Right-click context menu (split / drop / unequip)• Panels build themselves in code — no prefab to wire, no UI Toolkit/TextMeshPro setup• Multiple open panels simultaneously (bag + chest + equipment)• Fully replaceable — the data layer has zero UI dependencyEDITOR TOOLING• Custom ItemDefinition inspector with icon preview, validation, weight preview• Auto-scanning ItemRegistry in the editorREQUIREMENTS• Unity 6000.0 LTS or newer• No third-party packages required• UniTask optional (for await-based async crafting)Marketing/listing imagery was generated with AI-assisted design tools (Canva). All package source code, architecture, and sample content are hand-authored.




