A modular, customizable inventory system for Unity that provides the runtime, presentation, tooling, samples, and documentation needed to build game inventories.GGG Inventory System provides a modular foundation for adding inventory functionality to Unity projects without tying your game to a specific genre or gameplay design.The system separates inventory runtime logic, item functionality, and presentation so each layer can be configured, extended, or replaced as your project grows. Use the included components as provided or build your own gameplay and UI on top of the underlying systems.The package includes the GGG shared modules required by the Inventory System, along with editor tooling, sample content, and documentation designed to help you understand both how to use the system and how to extend it.GGG Inventory System is designed for Unity 6+ projects and is suitable for RPGs, action games, survival games, shooters, adventure games, and other genres that require structured item and inventory management.Included samples use Unity's Input System and TextMesh Pro. TextMesh Pro Essential Resources are not bundled with the package and remain managed through Unity's native TMP workflow.Key FeaturesModular inventory runtime systemReusable GGG item, inventory, and presentation modulesSeparation between runtime logic and presentationConfigurable inventory behavior and contentEditor tooling for setup and configurationExtensible architecture for project-specific gameplay and UIShared GGG modules included where requiredSample content demonstrating system setup and usageDocumentation covering setup, usage, and extensionDesigned for Unity 6+Sample DependenciesUnity Input SystemTextMesh ProTextMesh Pro Essential Resources are not bundled. If required by a sample scene, they are imported using Unity's native TMP Essential Resources importer.ChatGPT was used during software development to assist with code generation, review, refactoring, testing, and documentation. All package architecture, feature decisions, integration, testing, debugging, validation, and final implementation were performed, reviewed, and validated by the publisher.




