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11,000 種類を超える 5 つ星アセット

8.5 万人以上の顧客による評価

10 万人を超えるフォーラムメンバーが支持

すべてのアセットを Unity が審査済み

$90
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G
Not for beginners
7 days ago
GreyCompanyバージョン 1.3.6 で
Please before you buy- watch the "Equipping clothes and weapons" YouTube video in the Obsive playlist. They had to make a custom script for the demo to equip items in the Ultimate Inventory System. In my attempt to use this asset- I didn't make it as far as making a custom equip script for my game, I couldn't even get the menus to work. Specifically I wanted to open a shape grid inventory on the left, equipment panel on the right, and item description on the bottom right. If you’re looking for an asset that streamlines the process of building an inventory system with intuitive menus and an easy setup, Ultimate Inventory System is not that asset. I’ve had great experiences with other Opsive assets and their documentation, but this one has been frustrating by comparison. The documentation feels shallow, and the video tutorials are limited and not very helpful. I spent the last 10 hours trying to put together an alpha version of an inventory system, and in that time I found multiple ways this asset can easily break. For example, if you want to add a grid-based inventory like Tarkov, the menu creation process can automatically add a script to your player, and if you create the menu again later, it adds the same script a second time and can break your game. There is also no option to choose no player and the console error won't point to two identical scripts.. just a null reference. You will become familiar with null reference error- almost all inventory system breaking bugs return it, don't expect the console to be more descriptive than that. If you want to dynamically create and spawn characters, you need to manually add the Dynamic Inventory script to your player. But once you do that, all the menus pointing to that character’s inventory can break. You then have to go through every menu with an Inventory field and set it to None or you will get errors. Want to create a menu without a character assigned? You can’t. You have to work around the system and remove the selection later in the Inspector. This inventory system also uses the legacy input manager that is depreciated at this time. If you put it into a new system- it will break your game until you select both input systems. The setup to map your input system in the menu is not a catch all and I don't think has been iterated on. If you expect assistance on discord- they don't have a channel for it, their other assts- yes. If you go to their forum there is 54 pages of posts and no search function. My suggestion is look for a newer inventory system.
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パブリッシャーからの返信:
7 days ago に返信
Hello, Thank you for taking the time to share your experience, and happy that you're enjoying our other assets. Ultimate Inventory System is designed as a flexible, modular framework rather than a plug-and-play solution, which does mean there’s a learning curve, especially when setting up custom UI layouts like the one you described. The equip example you referenced is meant to demonstrate extensibility, but the core systems (including equipping) are fully supported out of the box. Regarding the issues you mentioned: creating duplicate components or null reference errors typically indicates a setup or configuration conflict rather than a limitation of the system. The inventory can be used with dynamically spawned characters and custom menus, but those workflows do require specific setup steps to ensure everything is properly linked. The forum does include a search function and contains many years of answered questions, so most common issues are already covered there. We’re also continuously improving the system and workflow based on user feedback like this. If something isn’t working as expected, feel free to reach out with your setup details and I can help get things running smoothly. > This inventory system also uses the legacy input manager that is depreciated at this time. The current version uses the new Input System rather than the legacy Input Manager by default. Are you running an old version? Justin
Z
Powerful Asset Great Support
21 days ago
ZoozleZoneバージョン 1.3.6 で
I am currently integrating UIS into UCC for a Unity 6 HDRP project and I'm amazed how complex and flexible the system is. During integration I had a game breaking issue with the assault rifle. I contacted support and received a reply (we're working on it) within a day. Within a week, UCC and UIS had pushed out a complete update to fix the bug. Amazing support! This system is robust and not a simple AI generated drag and drop tool. Be prepared to spend some time in the documentation and even more time if you are trying to integrate it with UCC as it too is a complex robust system. It can get frustrating at times, the naming convention for UIS is very complicated and confusing. However, I built my own inventory system for my first game and my naming convention was hard as well. There are just too many networked pieces in a good inventory system and no way to name this many scripts / components that is intuitive to every user. So just know that you will need to spend some time UNDERSTANDING how this works. The scriptable objects along with monobehaviors and a hierarchical category to item definition set up is very flexible and once it is set up allows optimized production for the rest of the game development process. The attribute systems which works as variable declaration is easy to use and very helpful. The documentation, for both UCC and UIS, provide API instructions to help you write overrides to make your game unique. UIS is way more than a simple inventory system. It provides shops, crafting, lootable containers, and a robust currency system that does all the MATH FOR YOU! That is appreciated! It provides templates for randomized loot, multiple loot items with attached probabilities, and single pick up items. It was really easy to set up a player drop upon death. Just all-around great asset. I highly recommend. I'm still working on both UCC and UIS to fully grasp the functionality and integrate the systems into my game, but I am very happy with both systems and it sure beats trying to reinvent the wheel and develop my own systems.
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パブリッシャーからの返信:
21 days ago に返信
Thank you for the detailed review! I’m glad to hear the UCC and UIS integration is working well for your project and that the recent update resolved the issue quickly. You’re right in that UIS is a deep system. While it can take some time to fully understand, that flexibility is what make it the last inventory system you'll ever need. It’s great to hear that’s paying off in your workflow. Thanks again for the recommendation, and best of luck with your project! Justin
L
Great asset to use
2 months ago
Lunacross以前のバージョン 1.3.5p1 で
This is a really cool asset. Saves me time having to code and set up an inventory system from scratch along with a save system. This is definitely worth the money. It comes with great product support including plenty of tutorials.
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パブリッシャーからの返信:
2 months ago に返信
Thank you for the great review! I’m glad to hear the system is saving you time and that the tutorials and support have been helpful. We really appreciate the recommendation,
C
very stable and highly capable inventory system with excellent quality.
3 months ago
ComfortableWolf以前のバージョン 1.3.5p1 で
As always, this asset allows you to integrate a very stable and highly capable inventory system with excellent quality. However, due to its overwhelming level of functionality, it can feel somewhat difficult to approach at first. I believe it would be even better if there were a step-by-step tutorial that guides users through building a sample project from scratch.
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パブリッシャーからの返信:
3 months ago に返信
Thank you for the great review! I’m glad to hear you’re finding the inventory system stable and capable. You’re absolutely right that there’s a lot of functionality, and we’re continuing to look at ways to make the initial experience smoother. A step-by-step sample project is a great suggestion, we'll see what we can do :) Justin
G
More than just an inventory and 10/10 support
5 months ago
GrandMarshallOTA以前のバージョン 1.3.4p1 で
This is actually more than an inventory - the demo gets you started with a shop, crafting and recipe system, and the UCC+UIS demo even had small touches like opening a chest which opened a menu with options like 'Take All', or chopping a tree to collect wood. I had an issue integrating it with UCC and the team responded fast, over the weekend, and even offered to screenshare to get me up and running if needed. Can't recommend enough. Most of my games core frameworks come from Opsive (character controllers, behaviour trees, and now inventory). Slight learning curve, but incredibly powerful once you get your head around their systems., and there's lots of documentation/training videos.
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パブリッシャーからの返信:
5 months ago に返信
Thanks for the review! We're glad the demos and features helped you hit the ground running, and happy we could assist with the UCC integration. We really appreciate your trust in Opsive’s systems. We're looking forward to seeing your project!
D
Good but horrid to use
5 months ago
D_Castleberry以前のバージョン 1.3.4p1 で
I see the use of the asset it's a powerful tool. The main issue is the documentation is terrible. There's absolutely no version specific documentation. Overall, because of this I was stonewalled making progress with it. Things get moved during micro updates documentation isn't updated to reflect that rendering their documentation relatively useless. Emails were sent by a colleague requesting correct documentation and was replied to by simply being told they don't have it available.
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1
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パブリッシャーからの返信:
5 months ago に返信
Hello, The documentation is always updated to reflect the latest version of the asset. We unfortunately do not keep a version history of the documentation. If you see anything that is out of date or needs improvement please let us know and we'll definitely take a look. Justin
K
Takes time getting used to it, but once you do...
5 months ago
KleffeStroopwafel以前のバージョン 1.3.4p1 で
After using this asset for quite some time now, it has become one of the major cornerstones in my game. The entire Item Definitions and Item Categories system integrates in the rest of my game far beyond just the inventory. Its like a mini database for every parameter an object in my game has and I relate to it from every component/system. After reading some of the comments below I must say that you cannot expect to use this asset as a drag and drop component in your game, there are far easier and simpler asset packs for this (also cheaper). And yes, I too have been frustrated at times on the documentation - it could use some more mini-examples in each category. The naming convention is just awkward at times - ItemSlotSet, ItemSlotCollection, ItemRestrictionSetObject, wha? But if you do take the time for it, it does eventually make sense. And at some point you do get the hang of it and it becomes a super powerful tool that integrates with the rest of your game. Its super flexible and its a solid base for everything regarding inventory/crafting/currency/UI. Now, every time I now want to add something new to the game, im more like "just adjust this and that in UIS and im done", as the systems are usually already prepared upfront by UIS.
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パブリッシャーからの返信:
5 months ago に返信
Thank you for taking the time to share such a detailed and thoughtful review! We're thrilled to hear that the Ultimate Inventory System has become such an integral part of your project and that you’ve been able to leverage its flexibility beyond just inventory management. We really appreciate your honest feedback about the documentation and naming conventions. We are actually working on an update to address this so comments like this help indicate that we're working on the right topics. Thanks again for your support!
p
The Best Inventory System in the Store
6 months ago
pako以前のバージョン 1.3.2 で
I've searched the Asset Store to find an Inventory System that would provide all the features I needed, and none did, except this asset! And it's not that I have something complicated, quite the opposite, I just needed a simple inventory system and shop. But the other assets did not include some functionality and extensibility that were included in UIS. It's not that everything is ready out of the box to provide everything any developer needs for all use cases. That would really be practically impossible. However, it does provide all the building blocks you would need to adapt and customize it to your liking. The UI Designer system would be a good starting point for any project, and then, customize, extend, add, and adapt to your liking. However, to be able to do that, it is very important that one would need a good working knowledge of C# and OOP, except if the system that the UI Designer generates is enough. There's a lot of documentation and examples. However, I'd really like a lot more of both to avoid resorting to the Opsive forums for support. But whenever I did, I got the help I needed, and all problems were solved.
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パブリッシャーからの返信:
6 months ago に返信
Thank you for the review and for sharing your experience! We're really glad to hear the system gave you the flexibility and core features you were looking for. Your feedback on documentation and examples is appreciated.
g
I expected more from Opsive
6 months ago
gasparerr以前のバージョン 1.3.4p1 で
I own Behavior Designer and if this asset was as good quality as that one it'd save me hundreds of prototyping hours. Sadly it's not all the way there. This is a very robust and capable asset that does an OK job. If you need an inventory that is JUST LIKE the one in the demo it will be perfect for you. However, there are some clear architectural flaws that make this asset highly coupled and less flexible as a consequence. So if you wanna customize the logic for a shop, good luck digging through the code. I wish opsive made a re-write of this asset because I think the concept and the promise is exactly what I and many others want and need, but the execution falls short. For the nerds and the developers if they're reading: the system on the surfaces tries to embrace the "Component" pattern but under the hood uses a lot of inheritance. To overcome this contradiction the asset throws more and more components to glue things together. It struggles to glue UI with controllers and resorts to providing an editor wizard for setting even small things like views or panels. Please take this as feedback from a fan and not as a critic.
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パブリッシャーからの返信:
6 months ago に返信
Thank you so much for your review. Feedback like this is incredibly valuable and helps guide us as we continue improving the asset’s structure and flexibility. The current iteration has been successfully used by thousands of developers across a variety of projects, but we know there’s always room to make the system easier to customize and extend. We’re actively working on refining the architecture based on the feedback we’ve received, with the goal of making it even more modular and developer-friendly. It means a lot to hear that the concept resonates with you, and we’re committed to bringing it closer to the level of polish and adaptability you’ve come to expect from assets like Behavior Designer. Thanks again for being a supporter and for sharing such constructive feedback!
y
If you're here in 2025 - Avoid.
9 months ago
yossi_unity536以前のバージョン 1.3.2 で
I'm writing this review after spending HOURS trying to integrate this system into my existing project. I really hate to say it, but this asset is a mess. The developers claim this is a "flexible" system, but in reality, it's a massive system with many moving parts that are highly coupled to one another. IT WILL BREAK YOUR PROJECT. PERIOD. The simplest thing, such as trying to use your existing input system configuration, requires digging through one of the worst documentation I've ever encountered, and I still couldn't get it done before giving up. Most of the time, you'll end up guessing rather than understanding what is going on from the docs. Not worth it. Especially not for the price of $90. Avoid.
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パブリッシャーからの返信:
9 months ago に返信
Hello, I'm sorry to read this. Luckily this isn't the experience most of our customers have. It doesn't look like you've gotten in contact with us for support - can you do so allowing us to understand your requirements? The Ultimate Inventory System is extremely flexible but there is also a lot to it. It lives in its own package and does not import any project settings so can definitely be used within existing projects, but like anything it will take some time to configure properly. If you are using the input system integration you will need to modify the action map with the bindings that the inventory system uses, but that should be it. Please get in contact so we can help you get it working :) Justin
高品質なアセット
11,000 種類を超える 5 つ星アセット
信頼がある
8.5 万人以上の顧客による評価
コミュニティが支持
10 万人以上のフォーラムメンバーが支持
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