Inventory and equipment that drops into a project you have already built. Layered C# core, zero-allocation drag and drop, and saves that survive renaming your assets.Smart Inventory System is a UI and data framework. All rendering uses Unity's standard UI (uGUI) and TextMeshPro — no Scriptable Render Pipeline features, custom shaders or pipeline-specific materials. Fully compatible with Built-in, URP and HDRP with no changes. TextMeshPro (included with Unity) is required. No third-party dependencies.Most inventory assets ask you to build your game their way. This one isdesigned to disappear into a project that already exists.The logic layer is plain C# that cannot reference UnityEngine at all — thatis an assembly setting, not a promise. Above it sit thin MonoBehaviouradapters, a uGUI layer you can replace outright, and a persistence layerthat hands you a serializable snapshot and gets out of the way. Your savesystem stays yours. Your UI stays yours.What that buys you in practice:• Items resolve by id at runtime, so renaming, moving or re-importing a ScriptableObject never invalidates a save file.• Any rule you can think of — weight, category, quest state, player level — is a one-method interface that returns a reason string you can show the player. Weight and category rules ship as working examples.• Equipment is not a second system. It is an ordinary container carrying per-slot restrictions, so it inherits events, saving, grid rendering, drag and drop and tooltips without a line of equipment-specific UI code.• The drop highlight is produced by the same calculation that performs the drop, so a green slot is never followed by a refusal.Measured on a 2019 i5 laptop, every gameplay operation — add, remove, move,transfer, drop preview — runs in well under a microsecond and allocateszero bytes, so dragging items around cannot contribute to a GC spike. Afull 200-slot inventory serialises to 8.5 KB.Open the included demo scene and press Play. There is nothing to configurefirst.Deliberately not in this version: crafting, vendors, loot tables,durability, hotbar widgets and gamepad navigation. The architecture leaveshooks for all of them and none is half-present in the package.Requires TextMeshPro Essential Resources(Window > TextMeshPro > Import TMP Essential Resources).• Assembly-enforced layers: Core (no UnityEngine reference), Data, Persistence, Components, UI. A headless server or a custom UI can use Core and Data alone without pulling in uGUI.• One mutation service: Add, Remove, AddToSlot, MoveSlot, TransferSlot, SplitSlot, Consolidate, Sort, Capture, Restore.• Rules as interfaces: IInventoryRule + RuleSet, with weight and category rules included. Per-slot restrictions via ISlotConstraint.• Drag and drop: a pure C# DragOperation with a thin uGUI bridge. Pointer positions come from PointerEventData, so mouse and touch both work under the legacy Input Manager and the new Input System.• Replaceable seams: IDropFeedback (drag visuals), IItemTooltipProvider (tooltip content), IInventorySerializer (save format), IItemCatalog (item source), ISlotViewRegistry.• Theme asset drives every colour, size and spacing, plus rarity tinting, slot gradients and empty-slot silhouettes.• Editor tools: Create Inventory UI, Create Sample Content, Create Demo Scene. All refuse to run in Play mode.• Included: a ready-to-play demo scene, sample items and 11 original icons.• 180+ EditMode tests ship with the package.• Full C# source, no DLLs. Namespace RealCut.Inventory.• Verified on Unity 6 (6000.5). Built-in render pipeline, URP and HDRP.• Documentation: Quick Start, API reference, architecture notes and benchmark methodology.AI assistance was used while writing and debugging the C# code, and whiledrafting the documentation. Everything was reviewed, edited and tested byme before release.No AI-generated art or audio is included. The item icons are drawnprogrammatically by a script written for this package, so all artwork isoriginal.

