The Inventory view is a concrete subclass of GridView wired up against the Inventory package — drag-and-drop slots, equipment loadouts, stat-modifier tooltips, and category filters. Reach for it when you want a working inventory UI without rebuilding the whole grid layer.

Inventory Ingredients

Where to look: the GameFull sample's inventory wiring lives in Samples~/GameFull/Scripts/Inventory/ (LunaInventoryDragDefaults, LunaInventoryTooltipHelpers) plus Scripts/UI/EquipmentViewPagination.cs, integrating with the Inventory + RPG Stats packages. Until full standalone docs are written, treat that as the canonical reference.

How it composes

GridViewBase<TItem> ← grid + filter + selection plumbing (see GridView page) ├─ GridViewPagination<TItem> ← page-button strip │ └─ InventoryViewPagination ← from com.cupkekgames.inventory └─ GridViewList<TItem> ← virtualized ListView scrolling └─ InventoryViewList ← from com.cupkekgames.inventory

Both concrete views implement IInventoryItemSlotGridView and bind item icon, name, and stats against InventoryItem.

Subclassing pattern is identical to GridView's example — override BindItem, UnbindItem, OnItemCreate, plus Select / Deselect for click-to-select.

See also

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