Inventory

The Inventory uses a scalable, circular array of widget components the user can put objects in and draw objects out. When the inventory is opened, the player moves their hand towards a widget, which then gets activated. Depending of the content of the widget and content of the hand, an action (put in, pull out, replace) is triggered on inventory close. Compared to approaches based on a line trace/widget interactor, I use the distance to the hand for a quicker and “sloppier” interaction.

Item Data is handled via an Item Data Component, following the guidance of Ryan Laleys Inventory System Tutorial Series. The Item Data is drawn from a Data Table.