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Smart Inventory System preview
Unity

Smart Inventory System

By RealCut

FREE

Rated 0.0/5 from 1 ratings on Unity.

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 Smart Inventory System 2 price observations from Sep 4, 2026 to Nov 6, 2026. Lowest recorded price FREE. Exact dates and prices are listed below. $0.00 $0.50 $1.00 Sep 4, 2026: FREE. Unity First Price 2026-09-04 2026-09-04 Nov 6, 2026: FREE. Latest store price Sep 4, 2026 Nov 6, 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 2026-09-04 2026-09-04

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 Smart Inventory System

  • Tools, Systems & Learning > Game Templates & Systems
  • Art & Visuals > UI & GUI
Most inventory assets ask you to build your game their way. This one is designed to disappear into a project that already exists.
The logic layer is plain C# that cannot reference UnityEngine at all — that is an assembly setting, not a promise. Above it sit thin MonoBehaviour adapters, a uGUI layer you can replace outright, and a persistence layer that hands you a serializable snapshot and gets out of the way. Your save system stays yours. Your UI stays yours.
What that buys you in practice:
Items resolve by id at runtime, so renaming, moving or re-importing a ScriptableObject never invalidates a save file.
Any rule you can think of — weight, category, quest state, player level — is a one-method interface that returns a reason string you can show the player. Weight and category rules ship as working examples.
Equipment is not a second system. It is an ordinary container carrying per-slot restrictions, so it inherits events, saving, grid rendering, drag and drop and tooltips without a line of equipment-specific UI code.
The drop highlight is produced by the same calculation that performs the drop, so a green slot is never followed by a refusal.

Measured on a 2019 i5 laptop, every gameplay operation — add, remove, move, transfer, drop preview — runs in well under a microsecond and allocates zero bytes, so dragging items around cannot contribute to a GC spike. A full 200-slot inventory serialises to 8.5 KB.
Open the included demo scene and press Play. There is nothing to configure first.
Deliberately not in this version: crafting, vendors, loot tables, durability, hotbar widgets and gamepad navigation. The architecture leaves hooks for all of them and none is half-present in the package.

Unity price last checked .

Prices and availability may change.