For the past few weeks we have been polishing up the asset and @Sangemdoko has been writing the documentation. A pre-release this month is still looking good. Notable changes from the last update is that we now require a minimum Unity version of 2019.3. In 2019.3 the styling dramatically changed and it was going to be a lot of work to get both styles working well so we thought that we would just look towards towards future and require a minimum version of 2019.3.
I thought that I would give a brief overview of the Ultimate Character Controller integration since we haven't touched on that at all. The demo scene is still being polished so things may change a bit but the functionality is all there and will not change. The integration will require version 2.2.1 of the character controller.
To get started lets look at the where you'll begin: the Integrations Manager of the Ultimate Character Controller. Similar to a lot of the existing editors for the character controller, you can just drag your character into the field and it will add the appropriate components:
When the character has been setup and you click on the character you'll notice that the Ultimate Character Controller inventory has been replaced by the Ultimate Inventory System Inventory, and an Ultimate Inventory System Bridge component has been added. The Item Set Manager has also been replaced by the Inventory Item Set Manager.
Inventory
The Inventory component will contain four Item Collections: Default, Equippable, Equipped, and Loadout.
Default: The consumable items as well as the items that the character controller doesn't need to be made aware of, such as any armor.
Equippable: The items that can be equipped by the character.
Equipped: The items that are currently equipped by the character, using slots so different items can be equipped in different locations.
Loadout: The items that should be added when the character spawns.
Ultimate Inventory System Bridge
This component is the bridge between the Ultimate Inventory System and the character controller. At a high level this component is responsible for determining what Item Collection the item should be placed in. This component implements the Ultimate Character Controller InventoryBase component.
The integration uses categories in order to determine what Item Collection the item should be placed in. The Multi Item Category is a special category that allows for a single Item Definition to be used in multiple slots, such as a left/right handed grenade or dual wielding pistols.
Inventory Item Set Manager
The Inventory Item Set Manager implements the Item Set Manager Base component. This component is responsible for organizing the equip order of the items. One common piece of feedback we heard was that some people don't like this component because it makes managing many items difficult. In version 2.2 we (hopefully!) solved this issue by allowing for new Item Sets to be added based on the order of the existing Item Set. As an example, in the demo scene we have two types of swords: a regular sword and an Excalibur. The Item Set Manager only contains the ordering for the Sword, but because the Excalibur Item Definition is a child of the Sword it will add any new Item Definitions in a similar order. This even works with with dual wielding items.
Use Cases
For this integration we wanted to cover all known use cases, and so the demo scene will show:
- Pickup on Button Press
- Use Pickup Item Ability
- Pickup Dual Wield Pistols
- Limited Category Items (in the demo scene you can only own one sword at a time)
- Equip from Menu
- Grenades (two item instances on the same Item Definition, but can only equip one at a time)
- Unequip to default inventory
- Drop
We'll have more details on how to setup all of these features in the docs. We're excited to be getting close to this pre-release!
I thought that I would give a brief overview of the Ultimate Character Controller integration since we haven't touched on that at all. The demo scene is still being polished so things may change a bit but the functionality is all there and will not change. The integration will require version 2.2.1 of the character controller.
To get started lets look at the where you'll begin: the Integrations Manager of the Ultimate Character Controller. Similar to a lot of the existing editors for the character controller, you can just drag your character into the field and it will add the appropriate components:
When the character has been setup and you click on the character you'll notice that the Ultimate Character Controller inventory has been replaced by the Ultimate Inventory System Inventory, and an Ultimate Inventory System Bridge component has been added. The Item Set Manager has also been replaced by the Inventory Item Set Manager.
Inventory
The Inventory component will contain four Item Collections: Default, Equippable, Equipped, and Loadout.
Default: The consumable items as well as the items that the character controller doesn't need to be made aware of, such as any armor.
Equippable: The items that can be equipped by the character.
Equipped: The items that are currently equipped by the character, using slots so different items can be equipped in different locations.
Loadout: The items that should be added when the character spawns.
Ultimate Inventory System Bridge
This component is the bridge between the Ultimate Inventory System and the character controller. At a high level this component is responsible for determining what Item Collection the item should be placed in. This component implements the Ultimate Character Controller InventoryBase component.
The integration uses categories in order to determine what Item Collection the item should be placed in. The Multi Item Category is a special category that allows for a single Item Definition to be used in multiple slots, such as a left/right handed grenade or dual wielding pistols.
Inventory Item Set Manager
The Inventory Item Set Manager implements the Item Set Manager Base component. This component is responsible for organizing the equip order of the items. One common piece of feedback we heard was that some people don't like this component because it makes managing many items difficult. In version 2.2 we (hopefully!) solved this issue by allowing for new Item Sets to be added based on the order of the existing Item Set. As an example, in the demo scene we have two types of swords: a regular sword and an Excalibur. The Item Set Manager only contains the ordering for the Sword, but because the Excalibur Item Definition is a child of the Sword it will add any new Item Definitions in a similar order. This even works with with dual wielding items.
Use Cases
For this integration we wanted to cover all known use cases, and so the demo scene will show:
- Pickup on Button Press
- Use Pickup Item Ability
- Pickup Dual Wield Pistols
- Limited Category Items (in the demo scene you can only own one sword at a time)
- Equip from Menu
- Grenades (two item instances on the same Item Definition, but can only equip one at a time)
- Unequip to default inventory
- Drop
We'll have more details on how to setup all of these features in the docs. We're excited to be getting close to this pre-release!