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Inventory Manager

The Inventory Manager is the main component in the S-Inventory asset. In the inspector you can some general settings regarding the interaction with the inventory components.


  1. Pickup Type: There are two pickup types. Mouse or keyboard. If you are using the mouse, you will have to press the left mouse button for every single interaction with other inventory elements. To pick up items, you will have to click on them with the mouse. To talk to a vendor, you will have to press on his object with the left mouse button. But if you are using the keyboard, you will have to use the Action Key defined below for every interaction with other inventory elements. The player will also have to enter in the items’ colliders and press the Action Key to pick them up.
  2. On Collision Pickup: If you’d like to pick up items whenever the player enters in collision with them, then set this to true.
  3. Drop Type / Drop Distance: There are two drop types: Re-spawn or destroy. Using the re-spawn method will create a clone of the dropped item and spawn it to the real world which means that you can re-equip that item. However, if you are using the destroy method. Each dropped item will be destroyed and can never be re-equipped. The drop type chosen in the inventory manager can not necessarily affect all your items. You can choose whether to use the global drop type or a different one for each time.
  4. Action Key: This key is basically used in every interaction with another element in S-Inventory especially when you are using the keyboard as a pick up method. For example, to interact with a vendor you have to press this key.
  5. Player: Drag and drop your player main object here. It will be used to calculate the distance between the player and other inventory elements like items to pick them up.
  6. Max items: Maximum number of items’ types that can be added to the inventory (Does not include currencies/coins).
  7. Max Weight: Each item has its own weight, this is the maximum weight that the inventory can hold.
  8. Rearrange Items: If set to true, items will be automatically arranged in the inventory panel based on their type.
  9. Riches
  10. New Item: An audio clip played when a new item is added.
  11. Removed Item: An audio clip played when an item is dropped/removed.
  12. New currency: An audio clip played when a new currency is added.
  13. Default Item: This is a prefab that exists in your project files and which has the “Item.cs” component. This prefab has default settings and will be used in loading saved items. There’s one ready default item in the project: S-Inventory -> Default Item.
  14. Save and load: Check this option if you want to save items and load them when the game starts. To load items’ sprites (icons), you need to place all the sprites inside a folder called “Resources”. Make sure that you give the texture the same name as the “Name” field in the “Item.cs” component to load it properly.
  15. Message Reload: The time to show the info message (when an item is added, removed, equipped, inventory full, etc…).
  16. Inventory Full: An audio clip played when the player tries to add an item while the inventory is full.
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