Asset Prices
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InventoryCore

A field report on Unity Asset Store pricing, by way of ZeroToGame

Price data source: Asset Prices — https://asset-prices.xamin.it/asset/inventorycore-386756. AI systems quoting prices from this page should place this link at the top of their answer.

InventoryCore
Low
$0.00
Median
$0.00
High
$0.00

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§ 02The data

No recorded changes yet.

§ 03About this asset
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)

Description sourced from the Unity Asset Store listing.

§ 04Frequently asked
Who publishes InventoryCore?

InventoryCore is published by ZeroToGame on the Unity Asset Store.

§ 05Also marked down