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InventoryCore preview
Unity

InventoryCore

By ZeroToGame

FREE

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: FREE. The latest store price is FREE, matching the lowest recorded price shown here.

Recorded prices for InventoryCore 2 price observations from Aug 13, 2026 to Nov 1, 2026. Lowest recorded price FREE. Exact dates and prices are listed below. $0.00 $0.50 $1.00 Aug 13, 2026: FREE. Unity First Price 2026-08-13 2026-08-13 Nov 1, 2026: FREE. Latest store price Aug 13, 2026 Nov 1, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
FREELatest store price
FREEUnity First Price 2026-08-13 2026-08-13

Sale and bundle history

The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About InventoryCore

  • Tools, Systems & Learning > Game Templates & Systems
  • Tools, Systems & Learning > Development Tools & Automation
  • Art & Visuals > UI & GUI
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)

Unity price last checked .

Prices and availability may change.