Rucksack

Rucksack - Multiplayer Inventory System

5/5 Rating by 4 people

Rucksack is the most flexible and extensible inventory solution with UNet support that enables you to easily setup player inventories, NPC inventories, banks, premium shops and much more in both online and offline games on any platform!

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Source Code

Rucksack comes with the full source code, allowing you to change anything and extend the tool as you wish.

Multiplayer Compatible

With a built-in integration for UNet that allows you to integrate into any server/networking setup, Rucksack is perfect for both online multiplayer and singleplayer games. It's secure and uses a server-authoritative permission model.

Modular Event Based UI System

The modular event-based UI system is very fast and extensible, yet simple to use, which means you’ll be setting up your inventory UI in no time! It doesn’t matter if you’re making a fantasy RPG or a casual mobile game with IAP - the UI system can handle it all.

Items with Behaviours

In Rucksack, items can have behaviors, and you can very easily make your own item types and add custom behavior. We won’t limit your options!

Insanely Extensible

Rucksack has been built from the ground-up to be extensible in every possible way, ensuring that you’ll never be limited in what you can achieve with the system if you want to extend it.

Server based authorization

Our server-based authorization model makes your game cheat-proof, while remaining flexible and extensible to fit every kind of server / network setup. 

Modular Input System

Rucksack’s modular input system is extensible and changeable, and allows you to create input modules to handle your input. The beauty is that you can very easily replace or swap out certain input modules for maximum control (example).

Item Inheritance

With item inheritance, you can create variations of items (e.g. a Sword that can also be a Fire Sword). The Fire Sword can inherit its base stats from the Sword, while only overriding or adding those properties that have changed or have been added.

 

Shared and Private Inventories

With Rucksack, you can easily differentiate between and setup both shared and non-shared (instanced) inventories, banks, and chests in-game.

The system is so flexible that the shared banks and chests could theoretically be shared between every player in a game, everyone in your party - and everything in-between.

Read on below for more features.

View Documentation

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Getting Started is Easy!

Rucksack is the most powerful inventory system for multiplayer and singleplayer games built with Unity - but best of all; it's easy to get started with!

Watch our Getting Started videos on YouTube, and join Discord if you have any questions.

 

 

Item Inheritance

Want to reduce the data transfers in your online game?

With item inheritance, you can create variations of items (e.g. a Sword that can also be a Fire Sword), allowing the Fire Sword to inherit its base stats from the Sword, while only overriding or adding those properties that have changed or have been added.

In a large game, this saves a lot of duplicate data of unused props from being transferred.

View Documentation

Restrict Collections

Need a quest items-only inventory? Or a consumables-only inventory?

Not a problem for Rucksack!

Use any metric to restrict the objects that can be stored in a collection to create endless variations / types of inventories.

View Documentation

An Inventory and Shop for ANY Game!

Rucksack modular event-based UI system makes it ideal for ANY game; from mobile games with "skin" shops to 3D MMORPGs with player inventories - Rucksack handles it all. 

Multiplayer with Server-based Authorization

With a built-in integration for UNet that allows you to integrate into any server/networking setup, Rucksack is perfect for both online multiplayer and singleplayer games.

Rucksack is secure and uses a server-authoritative permission model, which makes your game cheat-proof, while remaining flexible. 

Example use with UNet:
UNetPermissionRegistry.collections.SetPermission(collection, player, Permission.Read).

Friendly Editors

Rucksack comes with many useful built-in editors right out of the box.

These editors allow you and your entire team to quickly and easily create new items, currencies, or even setup equipment handlers and much more!

With Rucksack, even non-programming team members can do all of this. 

 

Visual item equipment / NPCs with equipment

Using Rucksack, any character in your game can have their own inventories and equipment.

This means you can make your vendors or NPCs equip different weapons and gear by simply binding it onto the NPC (static, skinned, and dynamic cloth meshes, or write your own equipment handler).

View Documentation

Vendors with Unique Prices

With Rucksack, you can easily achieve and setup different prices at vendors / shops based on whatever properties you want, such as different in-app purchase prices based on country (requires custom IVendor<T> implementation).

Vendors are so flexible, in fact, that anything can be sold and anything can be used as a currency. 

Need to be able to sell houses for cats, or skill for skillpoints? Go nuts!

View Documentation

Feeling convinced?

Get Rucksack today from the Unity Asset Store!

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About us

We're a developer and publisher of best-in-class tools and asset for the Unity game engine. We develop and sell but also publish products like Odin for talented developers and artists around the world.

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