What problem does it solve?
This Skill provides a structured approach for implementing item management in Unity without coupling item data, runtime inventory state, equipment logic, crafting, UI updates, pickups, and save data into one fragile system.
Core Features & Use Cases
- Item Definitions: Create designer-friendly ScriptableObject assets for item identity, stacking, equipment slots, stats, usage effects, and economy data.
- Inventory and Equipment: Implement slot-based storage, stacking, item removal, equipment replacement, stat aggregation, and change events for responsive gameplay systems.
- Crafting and UI: Define recipe assets, validate ingredients, bind inventory changes to UGUI slot displays, support drag-and-drop rearrangement, and handle world pickups.
- Save and Load: Persist inventory contents as item IDs and counts, then reconstruct item references through a central registry.
- Use Case: Build a player inventory where collected materials stack, weapons can be equipped, crafted items consume ingredients, and the UI updates whenever contents change.
Quick Start
Use the inventory-system skill to implement a slot-based Unity inventory with ScriptableObject item definitions, equipment slots, crafting recipes, UI binding, pickups, and item-ID save/load support.