The gap
Inventory code tends to grow inside UI scripts: stack limits, weight, filters, swaps and crafting checks get duplicated, edge cases lose items, and nothing can be tested without running the game.
Game dev tools
Inventory, equipment and crafting rules for Unity in plain, tested C#: stacking, weight limits, filters, drag and drop moves, typed equipment slots, tag-based recipes and JSON saves.
Coming soon
Not published on its store yet, so there is no buy or download link. PN Scripts does not take payment for it here.
The gap
Inventory code tends to grow inside UI scripts: stack limits, weight, filters, swaps and crafting checks get duplicated, edge cases lose items, and nothing can be tested without running the game.
What it is
Stowling keeps the rules in a small C# core with clear operations, events and load reports, tested outside Unity, and wraps it in ScriptableObjects and components for Unity projects.
How you use it
Drop-in inventory rules with the edge cases already handled, so the time goes into the UI and the game instead.
For Unity developers who build their own inventory UI and want the rules underneath to be solid, tested and engine-independent.
Use it when
Built for
Each inventory has a slot count, an optional weight limit and filters for the whole inventory or single slots. Items stack up to their MaxStack, stacks with different per-item data stay apart, and Add returns how many really fit. Split, Merge, Swap, Sort, TransferTo and Inventory.Move cover what players do with a mouse, and an operation that cannot complete changes nothing.
Equipment slots have a name and a type, so ring_left and ring_right both accept rings and main_hand accepts weapons. Equip takes one item from a stack, returns the previous item to the bag when there is room and refuses otherwise. SumStat adds up values such as armor or luck over everything equipped.
Recipes list ingredients by item id or by tag, outputs and an optional station. The Crafter checks one or more source inventories, reports missing ingredients with counts, reserves specific items before tag ingredients and takes the ingredients only when the result fits, counting the room the ingredients free. MaxCraftable and Craftable feed crafting menus.
InventoryJson writes inventories and equipment to versioned JSON and reads them back into the current game, listing every unknown item, missing slot or oversized stack and moving overflow to free slots. In Unity, items, catalogs and recipes are ScriptableObjects, and Inventory, Equipment and Crafting Station components expose the same core with UnityEvents and save helpers.
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| Platform or runtime | Supported versions | Tested up to |
|---|---|---|
| Unity (compiled against) | 2021.3 or newer | 6000.5.4 |
| .NET | netstandard2.1 or newer | 8.0 |
It is finished and tested. It is not on sale yet; this page will say where to get it when it is.
Coming soon
Not published on its store yet, so there is no buy or download link. PN Scripts does not take payment for it here.