Right-clicking items opens a sub-menu (Equip, Consume, Dismantle, or Drop).
Use a 2D array int[width, height] to track occupied slots. When a player moves an item, the controller checks if the target slots are 0 (empty). manty_inventory.rar
To prevent UI lag with large inventories, implement . Only the slots currently visible on the screen are rendered, while the rest exist only as data in memory. To prevent UI lag with large inventories, implement
Uses ScriptableObjects or JSON files to define item properties (ID, name, weight, dimensions, and rarity). Below is a conceptual development plan for this
Below is a conceptual development plan for this feature, focusing on a high-performance, grid-based inventory system often found in modern RPGs. 1. Core Architecture
To save the state, the system serializes the inventory into a compressed format. This ensures that when a player reloads, every item's position and durability are preserved. 4. Advanced "Long" Features
Rather than a simple list, items occupy specific dimensions (e.g., a sword is , a potion is ). This adds a "Tetris-like" management layer to gameplay.