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    The Inventory Manager

    Overview

    The Inventory Manager is a central piece of the Game Foundation architecture. It creates and destroys item instances.

    Main inventory example
    Example: the main inventory contains characters, hats, bonuses, and themes.

    Creating/Removing items

    In order to create an item, the Inventory Manager requires an Inventory Item Definition. This definition can be found in the Catalog and passed to the CreateItem() method, or specified with its ID.

    When created, an item is assigned a unique identifier (id), and it is initialized with the default values of its StatDetail.

    Getting items

    The Inventory Manager provides some methods to retrieve items, or find specific items by their ID, their definition or their categories

    Some of the methods allocate an array to return the collection of items found. You'll also find a non-allocating version of those methods, accepting a target collection.

    Removing items

    To remove items, the Inventory Manager exposes various methods:

    • Removing one item by passing its reference.
    • Removing one item by passing its ID.
    • Removing items by their definition.
    • Removing all the items.

    Removing items from the Inventory Manager doesn't destroy the item object in memory. It wouldn't be an expected behaviour for a managed language like C#. Instead, the items are discarded: they are removed from the data layer and they cannot be part of any process, but their ID, display name and definition remain accessible.

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