godot-inventory-system
Inventory System
Slot management, stacking logic, and resource-based items define robust inventory systems.
Available Scripts
inventory_item_resource.gd
Base Resource for all inventory items, allowing for serialized .tres item databases.
item_slot_data.gd
Reactive data structure for a single inventory slot, broadcasting changes to the UI.
inventory_data_resource.gd
Centralized Resource for managing inventory arrays, stacking logic, and empty slot finding.
inventory_ui_controller.gd
Grid-based UI controller that maps InventoryData to visual slots using the "Reactive UI" pattern.
drag_and_drop_slot.gd
Native Godot drag-and-drop implementation for moving and swapping inventory items.
item_database_loader.gd
Global registry pattern to efficiently load and lookup items by unique ID strings.
inventory_persistence.gd
Expert logic for serializing and deserializing complex inventory structures to disk.
consumable_item_logic.gd
Extension pattern for implementing specific item behaviors (Potions, Food) via inheritance.
loot_table_resource.gd
Data-driven loot distribution definition for random drops and chest contents.
item_pickup_node.gd
World-space bridge for converting physical 2D/3D pickups into inventory data.
NEVER Do in Inventory Systems
- NEVER use Nodes for items —
Item extends Nodeleads to massive SceneTree bloat and memory leaks. Always useItem extends Resourcefor lightweight data [20]. - NEVER attempt to add items without checking stack limits — Adding to an inventory without pre-scanning for existing stacks causes item duplication or loss [21].
- NEVER allow the UI to modify the Inventory Data directly — If UI code clears a slot without notifying the data model, you'll get desyncs and ghost items [22].
- NEVER use
floatfor item quantities — Floating point errors (e.g. 0.9999 instead of 1) will break your "equal to zero" checks. Stick tointfor counts [23]. - NEVER add items before validating weight or volume capacity — Moving validation check after adding the item makes it impossible to prevent over-encumbrance [24].
- NEVER emit signals for every single item inside a batch operation — Adding 50 items = 50 UI updates. Emit a single
inventory_updatedsignal after the loop completes [25]. - NEVER hardcode item references in scripts — Use a String ID and a central
ItemDatabaseto look up resources. This is CRITICAL for save system compatibility. - NEVER ignore
is_instance_valid()when accessing item icons — If a slot's item is null, trying to access.iconwill crash the UI. - NEVER use complex Array logic in the UI — The UI should only "reflect" the data. All sorting, stacking, and filtering logic belongs in the
InventoryDataresource. - NEVER create new
Resourceinstances inside a_process()loop — Pre-instantiate your inventory slots or reuse existing ones to prevent allocation spikes.
Core Architecture
# item.gd (Resource)
class_name Item
extends Resource
@export var id: String
@export var display_name: String
@export var icon: Texture2D
@export var max_stack: int = 1
@export var weight: float = 0.0
@export_multiline var description: String
Inventory Manager
# inventory.gd
class_name Inventory
extends Resource
signal item_added(item: Item, amount: int)
signal item_removed(item: Item, amount: int)
signal inventory_changed
@export var slots: Array[InventorySlot] = []
@export var max_slots: int = 20
@export var max_weight: float = 100.0
func _init() -> void:
slots.resize(max_slots)
for i in max_slots:
slots[i] = InventorySlot.new()
func add_item(item: Item, amount: int = 1) -> bool:
var remaining := amount
# Try stacking first
if item.max_stack > 1:
for slot in slots:
if slot.item == item and slot.amount < item.max_stack:
var space := item.max_stack - slot.amount
var to_add := mini(space, remaining)
slot.amount += to_add
remaining -= to_add
if remaining <= 0:
item_added.emit(item, amount)
inventory_changed.emit()
return true
# Add to empty slots
while remaining > 0:
var empty_slot := find_empty_slot()
if empty_slot == null:
return false # Inventory full
var to_add := mini(item.max_stack, remaining)
empty_slot.item = item
empty_slot.amount = to_add
remaining -= to_add
item_added.emit(item, amount)
inventory_changed.emit()
return true
func remove_item(item: Item, amount: int = 1) -> bool:
var remaining := amount
for slot in slots:
if slot.item == item:
var to_remove := mini(slot.amount, remaining)
slot.amount -= to_remove
remaining -= to_remove
if slot.amount <= 0:
slot.clear()
if remaining <= 0:
item_removed.emit(item, amount)
inventory_changed.emit()
return true
return false # Not enough items
func has_item(item: Item, amount: int = 1) -> bool:
var count := 0
for slot in slots:
if slot.item == item:
count += slot.amount
return count >= amount
func find_empty_slot() -> InventorySlot:
for slot in slots:
if slot.is_empty():
return slot
return null
func get_total_weight() -> float:
var total := 0.0
for slot in slots:
if slot.item:
total += slot.item.weight * slot.amount
return total
Inventory Slot
# inventory_slot.gd
class_name InventorySlot
extends Resource
signal slot_changed
var item: Item = null
var amount: int = 0
func is_empty() -> bool:
return item == null
func clear() -> void:
item = null
amount = 0
slot_changed.emit()
Equipment System
# equipment.gd
class_name Equipment
extends Resource
signal equipment_changed(slot: String, item: Item)
@export var weapon: Item = null
@export var armor: Item = null
@export var accessory: Item = null
func equip(slot: String, item: Item) -> Item:
var old_item: Item = null
match slot:
"weapon":
old_item = weapon
weapon = item
"armor":
old_item = armor
armor = item
"accessory":
old_item = accessory
accessory = item
equipment_changed.emit(slot, item)
return old_item
func unequip(slot: String) -> Item:
return equip(slot, null)
func get_total_stats() -> Dictionary:
var stats := {
"attack": 0,
"defense": 0,
"speed": 0
}
for item in [weapon, armor, accessory]:
if item and item.has("stats"):
for key in item.stats:
stats[key] += item.stats[key]
return stats
UI Integration
# inventory_ui.gd
extends Control
@onready var grid := $GridContainer
var inventory: Inventory
func _ready() -> void:
inventory.inventory_changed.connect(refresh_ui)
refresh_ui()
func refresh_ui() -> void:
# Clear existing
for child in grid.get_children():
child.queue_free()
# Create slot UI
for slot in inventory.slots:
var slot_ui := InventorySlotUI.new()
slot_ui.setup(slot)
grid.add_child(slot_ui)
Crafting Integration
# crafting_recipe.gd
class_name CraftingRecipe
extends Resource
@export var result: Item
@export var result_amount: int = 1
@export var requirements: Array[CraftingRequirement]
func can_craft(inventory: Inventory) -> bool:
for req in requirements:
if not inventory.has_item(req.item, req.amount):
return false
return true
func craft(inventory: Inventory) -> bool:
if not can_craft(inventory):
return false
# Remove ingredients
for req in requirements:
inventory.remove_item(req.item, req.amount)
# Add result
inventory.add_item(result, result_amount)
return true
Save/Load
func save_inventory() -> Dictionary:
return {
"slots": slots.map(func(s): return s.to_dict())
}
func load_inventory(data: Dictionary) -> void:
for i in data.slots.size():
slots[i].from_dict(data.slots[i])
inventory_changed.emit()
Best Practices
- Use Resources - Items as Resources, not class instances
- Signal-Driven UI - Emit signals, let UI listen
- Stack Logic - Always check
max_stackfirst - Weight Limits - Validate before adding
Reference
- Related:
godot-save-load-systems,godot-resource-data-patterns
Related
- Master Skill: godot-master