Inventory, Hotbar & Chests Considerations
Last updated
Last updated
This set of guides provides instructions on customizing and configuring general settings for the Hotbar, Inventory, and Chests.
Grid: Items take a single slot from the Inventory Grid ( 1x1 Size )
Tetris: Items can take different spaces & slots from the Inventory Grid ( 1x1, 2x1, 1x2, 2x2, 3x1 etc... ). In Tetris Inventory Style, Items can also be rotated and oriented accordingly. For more information about the Tetris Inventory, please refer to .
In the InventoryProManager component, you can configure the action to perform on right-clicking an Inventory Slot. Here, you have 3 options to consider: None, Drop, ContextMenu.
None: Nothing is performed.
Drop: Drops the right-clicked Item.
ContextMenu: A small Menu appears next to the Inventory Slot, allowing you to use, pin, split or drop the Items.
When using a Tetris Inventory Slot style, only ContextMenu can be used.
The Hotbar is a dedicated row of inventory slots, typically displayed at the bottom of the inventory interface. It is specifically designed to hold weapons only. Once a weapon is placed in the Hotbar, the player gains the ability to equip and use it directly.
Hotbar in Inventory Pro Add-On expands the "Inventory" from FPS Engine´s WeaponController.
Hotbar in Inventory Pro Add-On expands the "Inventory" from FPS Engine´s WeaponController. Therefore, the hotbar size is directly based on the InventorySize value from WeaponController.
When moving items in the inventory, you can drop a dragged item onto another slot containing an item of the same size. ( Sizes only matter in Tetris Inventory Style ).
If the dragged item and the target item are the same type, they will automatically stack together, up to the item’s maximum stack limit.
If they are different items but share the same size, they will simply swap positions in the inventory.
To assign an attachment to a weapon in the inventory, you can just drag the inventory on drop it on the desired weapon. If the attachment is valid and is compatible, it will be assigned. If not, the items will be swapped as no other action can be performed. A Toast Notification will be shown indicating the action.
To customize this Inventory Slot, it´s highly recommended to duplicate it first as a back-up. This way, if the style changes don´t go as expected, we can only assign the Back Up Inventory Slot Prefab back.
You can access the Prefab and modify the position of the Icon, the Amount Text, Colors, Images, Adding Animations etc...
Take Padding, spacing & other Style customization settings into account.
You can configure Inputs specifically used by the Inventory System in the Navigation & Inputs
Tab inside InventoryProManager.
Inventory & Chests are generated & populated based on their InventoryGridData_SO files, generated in the . Each InventoryGridData_SO file has a Button Prefab. This prefab stands for the Inventory Slots.