Rucksack is the most flexible and extensible single and multiplayer 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!
Rucksack comes with the full source code, allowing you to change anything and extend the tool as you wish.
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!
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).
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.
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.
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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.
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.
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.
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).
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.
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).
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!
Get Rucksack today from the Unity Asset Store!
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