InventoryCore
Complete framework-agnostic inventory for Unity 6: items, stacking, weight, equipment, crafting, persistence, drag-drop UI. Zero third-party deps. Pure data model.
by ZeroToGame
Price History +
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 subclassing
INVENTORY 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 codes
CONSTRAINT 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) path
EQUIPMENT 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 system
CRAFTING BRIDGE
• Synchronous and async (UniTask or coroutine fallback) crafting
• Full atomic rollback — no half-crafted results
• ICraftingRequirement for station/skill gates
• Same-bag crafting supported
PERSISTENCE
• 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 restored
DRAG-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 dependency
EDITOR TOOLING
• Custom ItemDefinition inspector with icon preview, validation, weight preview
• Auto-scanning ItemRegistry in the editor
REQUIREMENTS
• Unity 6000.0 LTS or newer
• No third-party packages required
• UniTask optional (for await-based async crafting)