---
title: "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](https://www.youtube.com/watch?v=YE0sfJyraws), 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](https://www.youtube.com/watch?v=vHT4MhmwacE&list=PL4G2bSPE_8umjCYXbq0v5IoV-Wi_WAxC3&index=1). The Item Data is drawn from a Data Table.



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