Unity – A Basic Inventory System


Image from Pixabay

One of our ninjas was looking for a basic inventory system that he could use, so we knocked up something very quickly.

It’s all based on the standard .NET Dictionary class, documented here.

Dictionary allows us to store keys and associated values. In our specific case, our key is a string (the name of the item) and the value is an int (the count of items of that type).

This is all implemented in a script called InventoryManger.cs which is attached to an empty game object, also called InventoryManagement, for convenience. The InventoryManager class provides the following public methods:

void AddItem(string name)

This takes an item name. It looks to see if there’s an item of this name already in the inventory. If there is, it increases the count by one. If not, it adds it with a count of one. This cannot fail, so it doesn’t return anything.

bool RemoveItem(string name)

This takes an item name. It looks to see if there’s an item of this name in the inventory and that its count is greater than zero; it’s possible that it’s listed there, but the count is zero. If there is, it decreases the count by one and returns true. If not, it returns false. The true/false return value allows us to test, when calling this method, if it succeeded, if that’s important to us.

int GetCount(string name)

This takes an item name. It looks to see if there’s an item of this name in the inventory. If so, it returns its count. If not, it returns zero.

So that allows us to add, remove and track an arbitrary number of items with very little effort.

The sample project also has a few other scripts. The intention is that the player picks up objects by moving over them. Pickup objects are tagged “PickUp”. The HandlePickup.cs script is added to the FPSController to detect moving over a pickup. Pickups have a PickupDetails.cs script attached. This automatically tags them “PickUp” and contains the items name (to use in the inventory). The project also has a FruitStealer.cs which removes one banana from your inventory every time you pass through its gate. It’s just there to show the RemoveItem method in action.

Screen Shot 2016-05-15 at 13.33.13

The files for this project can be found here.

Other small things of note about this project: the “bananas” and “apples” are animated, as is the UI-text containing the text “Fruit Stealer”. The material used for the Fruit Stealer is transparent.


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