Null Bolt
Studio
editor

Demo scenes & controls

Four scenes under Examples/, each with a matching one-click builder — plus the full list of what the mouse and keyboard do.

The four scenes

All live in Assets/NullBolt/InventorySystem/Examples/. Every scene shows a one-line controls hint at the bottom; press H in Play mode for the expanded list. Each scene's demo panel has Add Random / Auto Sort / Save / Load / Clear buttons, and saves are kept per-scene so experiments don't overwrite each other.

Single Inventory demo scene
Single-Inventory-Scene.unity — one player grid and the sample items; the place to learn the drag/rotate/split feel.
Multi-Inventory demo scene with shop and stash
Multi-Inventory-Scene.unity — Player + Shop + Stash with the demo economy: right-click to buy/sell, gold chip up top, toggle buttons to switch the active panel.
RPG inventory demo scene with bag, stash, and equipment paper-doll
RPG inventory.unity — 27-slot bag, hideable 54-slot stash, and the 11-slot equipment paper-doll. Drag the boots, rings, and weapons onto their slots.
Survival demo scene with tactical theme and quickbar
Survival Demo.unity — the olive/gunmetal tactical theme: grid backpack plus a 6-slot quickbar stocked with the military item set. Digit keys raise OnSlotActivated.
// tip
Broke a demo while experimenting? Each scene has a builder under WindowNullBoltInventory SystemDemo Scenes that regenerates the .unity file (with an overwrite confirmation) — they double as clean starting points for your own layouts.

Theming

Three knobs control the look, from demo-wide to per-item:

KnobDescription
DemoThemeThe scene builders ship two coordinated palettes — the default fantasy look (purple/gold) and the tactical look (gunmetal/olive) the Survival builder uses. Rebuild a demo to get its theme, then restyle from there.
Slot Color OverrideA per-view tint on GridUI and SlotInventoryUI — set a color to re-tint every slot of that inventory without touching the prefab art; leave alpha at 0 to keep the prefab's own look. It's how one slot prefab serves both the fantasy and tactical demos.
Rarity paletteItem tints and auras come from a swappable RarityPaletteSO asset — covered in Items & the Item Creator.

Beyond those, the visuals are ordinary uGUI: slot and panel art are plain sprites on prefabs (Prefabs/SlotPrefab, UI/stone_slot.png, UI/metal_panel.png), so a full reskin is a sprite swap, not a code change.

Controls reference

InputDescription
Drag (left button)Move an item — within a grid (live green/red placement preview), or across inventories, equipment, and hotbar. Invalid drops snap back with a red flash; dropping a stack on a matching stack merges.
Right-click itemRotate it 90°, if the item is rotatable.
Right-click stackOpen the stack-split dialog (takes priority over other right-click actions in your own bag).
Right-click (shop active)Buy when the item is shop stock; sell when it’s in your bag — prices from the active IEconomy.
Right-click (stash active)Instantly transfer the item between player and stash.
HoverItem tooltip after a short delay — name in rarity color, category, size, stack, equip slot, description.
Left-click hotbar slotActivate that slot (same as its digit key).
Keyboard — global
19 0 — activate hotbar slots 1–10
H — toggle the full controls legend
Keyboard — split dialog
/A and /D — adjust amount
Enter — confirm · Esc — cancel
The stack split dialog over an inventory
The stack-split dialog — self-spawning, renders on its own overlay canvas so it can never open behind the UI.

Demo components worth reusing

ComponentDescription
DemoManagerSpawns starter items and stocks the shop; its AddOneOfEach() places one of every sample item.
DemoEconomyManagerThe reference IEconomy — footprint-based pricing and a self-styling gold chip.
HotbarActivationLabelFading “[3] Health Potion” readout above the hotbar — a clean example of consuming OnSlotActivated.
StashInteractableToggles a panel from a button click or a clicked 3D object (needs a collider + main camera).
DemoControlsLegend / DemoBackdropThe H-key controls overlay and the procedural gradient backdrop — both self-spawning, both safe to delete for production.