Null Bolt
Studio
editor

Editor windows

Everything lives under one menu root: Window ▸ NullBolt ▸ Inventory System. This page is the tour.

The menu map

Menu entryDescription
WelcomeLauncher hub — opens once automatically after import/update.
Item ToolsThe Item Creator + Item Browser, docked as one tabbed workspace.
Create / …Five one-shot generators (no dialogs — they build straight into the open scene): Grid Inventory, Slot Inventory, Hotbar, Equipment Panel, Cross-Type Demo.
Demo Scenes / …Four builders that write complete .unity files into Examples/.
Scene Tools / …Additive utilities for a scene you already have open.

Welcome window

WindowNullBoltInventory SystemWelcome — a launcher listing every generator, demo scene builder, and tool with a one-line description and an action button, so nothing has to be hunted down in menus. It opens itself once per machine after import (and once more per major update); the "Show this on next asset update" toggle at the bottom opts out.

The Inventory System Welcome window with launcher rows
Welcome window — every entry point in one place.

Item Tools — Creator & Browser

Covered in depth in Items & the Item Creator: author items with a live tooltip-card preview, browse and bulk-edit every item in the project, and (with our Item Generator System installed) import generated items straight into the form.

In-scene generators (the Create menu)

The Create entries are one-shot commands — no window opens. Each spawns a fully wired inventory into the open scene: Canvas and EventSystem included if missing, sample items pre-placed, everything selected and ready to restyle. Each spawn is a single Undo step and nothing is saved until you save the scene.

GeneratorDescription
Grid Inventory10×6 grid with styled panel art and five sample items.
Slot Inventory24 slots in a 6×4 layout.
Hotbar10 slots, single row, digit keys pre-wired.
Equipment Panel11-slot anatomical paper-doll with ghost silhouettes per slot type.
Cross-Type DemoThe showcase: grid + equipment + hotbar in one Canvas, drag-compatible out of the box.

Demo scene builders

The Demo Scenes entries build complete, saved, play-ready scenes into Examples/ (asking before overwriting). They're regeneration tools for the four shipped demos — broke a demo while experimenting? Rebuild it in one click, or use a builder's output as the starting point for your own layout. The scenes themselves are covered in Demo scenes & controls.

Scene tools

ToolDescription
Add Hotbar Showcase To Open SceneDrops a wired 10-slot hotbar with starter items plus an activation-feedback label into whatever scene is open — the quickest way to feel OnSlotActivated.
Add 'One of Each' Button To Open SceneAdds a demo button that spawns one of every sample item (requires a scene with a DemoManager, like the Multi-Inventory demo). By default it excludes the Tactical set from fantasy scenes.

Custom inspectors that fix things

The inspectors don't just warn — most problems come with a one-click, undoable auto-fix:

CheckDescription
Missing GridUIInventoryController without its GridUI reference → error box + "Add GridUI on this GameObject".
Missing EventSystemAny controller in a scene with no EventSystem → warning + auto-fix (Input-System-aware).
Not under a CanvasWarning when a controller sits outside any Canvas (no auto-fix — it won’t guess which Canvas you meant).
Hotbar sanityBase Slot beyond Slot Count → error + reset; digit keys overflowing the slot count → warning.
Empty equipmentEquipmentController with no slots → one click adds the standard 11-slot loadout.
ItemData footprintThe ItemData inspector paints the footprint grid, previews the icon, shows the rarity swatch, and warns on rotatable+stackable conflicts — see Items.
// tip
The asset never hardcodes its install path — every tool locates the asset root through its assembly definition, so you can move NullBolt/InventorySystem anywhere under Assets/ and the generators, builders, and default folders keep working.