inventory-system

Implements inventory, equipment, crafting pipeline for Unity games using ScriptableObjects and slot-based storage.

Updated May 6, 2026
One-click install
npx skills add https://github.com/BasarEkinci/memory-card-game --skill inventory-system-basarekinci
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: inventory-system
Source: https://github.com/BasarEkinci/memory-card-game/tree/main/.claude/skills/gameplay/inventory-system
Command: npx skills add https://github.com/BasarEkinci/memory-card-game --skill inventory-system-basarekinci

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It solves the complexity of managing items in a Unity game by providing a consistent way to define items, store them in an inventory, equip them, craft new items, and keep UI synchronized.

Core Features & Use Cases

  • ScriptableObject item definitions: Store item data (IDs, stats, icons, economy fields) as editor-friendly assets referenced by ID for save/load.
  • Slot-based inventory with stacking: Add/remove quantities, handle overflow when inventory is full, swap slots, and raise change events for UI updates.
  • Equipment system with slot filtering: Equip/unequip items per equipment slot and aggregate stat bonuses from currently equipped gear.
  • Crafting recipes: Define ingredient lists and resulting items, validate craftability, and perform the ingredient consumption + result insertion.
  • UI binding + drag & drop: Bind inventory changes to slot UI rendering and support rearranging/switching slots through drag-and-drop.
  • Save/Load integration: Serialize inventory as (itemId, count) pairs and reconstruct runtime references via an item registry on load.

Quick Start

Use the inventory-system skill to implement ScriptableObject-based item definitions, wire them into an ItemRegistry, and then create an Inventory + Equipment + Crafting + UI binding flow that supports save/load by itemId.

Frequently Asked Questions about inventory-system

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I build a Unity inventory system with ScriptableObject item definitions?

A Unity inventory system uses ScriptableObject assets to define item data like IDs, stats, and icons. These definitions are referenced by ID for inventory storage, enabling consistent item management and save/load reconstruction.

How does slot-based inventory stacking handle overflow in Unity?

Slot-based inventory stacking manages item quantities by adding or removing counts and handling overflow when the inventory is full. It supports swapping slots and raises change events for UI updates.

Can I implement a crafting system in Unity that validates recipes and consumes ingredients?

A crafting system in Unity can validate craftability via ingredient recipes using CanCraft checks. It performs the crafting process by consuming the required ingredients and inserting the resulting item into the inventory.

What is the best way to save and load inventory data in Unity using item IDs?

The best way to save and load inventory data is by serializing the inventory as itemId and count pairs. On load, runtime references are reconstructed through an ItemRegistry lookup to restore the exact inventory state.

How does an equipment system aggregate stat bonuses from equipped gear?

An equipment system filters equippable items by specific equipment slot types. It aggregates stat bonuses from all currently equipped gear to apply gameplay modifiers to the character.

How to bind inventory UI and enable drag and drop slot swapping in Unity?

To bind inventory UI, you connect slot UI rendering to inventory change events. This UI binding supports rearranging and switching items between slots through drag-and-drop interactions.