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.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| FREE | Latest store price | |
| FREE | Unity 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
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.