Inventory - Guide
Store virtual items in player inventory [ECON-Inventory-02]
The purpose of this guide is for game makers to setup a complete inventory experience using Beamable.
This guide includes everything needed to use the Inventory Flow Feature PrefabFeature Prefab - The drag-and-drop template for a specific Beamable product feature in the "Beamable SDK for Unity". Or watch this video.
Game Maker User Experience
During development, the game maker's user experience is as follows:
Steps
Follow these steps to get started:
Step 1. Create Inventory
First setup the ItemItem - An archetype of a Beamable store object. There may be a single instance or multiple instances of each. data.
Step | Detail |
---|---|
| • See Inventory Flow for more info |
| • Unity → Window → Beamable → Open Content Manager |
| ![]() ![]() • Select the content type in the list • Press the "Create" button • Populate the content name |
| ![]() ![]() • Populate all fields Note: The icons can be set to any valid Unity’s |
| • See Configuration Manager for more info |
| ![]() ![]() • Create 1 or more "Groups" • Populate all fields See Configuration of Item Renderers below for more info. |
| • Unity → File → Save Project Best Practice: If you are working on a team, commit to version control in this step |
| • Press the "Publish" button in the Content Manager Window Result: The data is now setup, but the active user does not yet possess the inventory item(s). |
Step 2. Grant Inventory
Now that the ItemItem - An archetype of a Beamable store object. There may be a single instance or multiple instances of each. data is setup, update the active player's InventoryInventory - A collection of Beamable items owned by the active player.
Here the game maker will choose either 2a or 2b.
Step 2a. Grant Inventory (Portal)
Step | Detail |
---|---|
| • See "Verify Success" on Step 1 - Getting Started |
| • Unity → Window → Beamable → Open Beamable Toolbox |
| • Click the "Open Portal" Button |
| • Select the active realm |
| ![]() ![]() See Inventory below for more info. |
Step 2b. Grant Inventory (InventoryService)
Name | Detail |
---|---|
| • See Inventory - Code for more info |
Verify Success
As an optional step, verify that everything is properly setup. Display the current player's on-screen InventoryInventory - A collection of Beamable items owned by the active player.
Step | Detail |
---|---|
| • Unity → Edit → Play |
| Result: The inventory will show the active player's collection of items. |
Advanced
This section contains any advanced configuration options and workflows.
See Inventory for more info.
Configuration of Item Renderers
The Configuration Manager contains references for rendering.
- DefaultObjectPrefab - This determines the rendering of this specific ItemItem - An archetype of a Beamable store object. There may be a single instance or multiple instances of each.'s UI. The default value is
InventoryObjectUI
.


The "Default Object Prefab" within the Beamable Configuration Manager
The defaults are provided automatically for basic functionality. Override as needed for advanced use cases. The default object's source code is viewable and serves as the starting points for creating custom overrides.
Configuration of Item Schema
Each ItemItem - An archetype of a Beamable store object. There may be a single instance or multiple instances of each. has a schema of optional, custom data. This is a powerful way to send more details to your game.
Example: Perhaps, possessing an particular ItemItem - An archetype of a Beamable store object. There may be a single instance or multiple instances of each. in the InventoryInventory - A collection of Beamable items owned by the active player could unlock a special ability of flight to a superhero character.


The "Add Item" Window in the Portal
This data is defined as name/value pairs of Property Name
and Value
from within the Portal.
Permissions


The "Item" in the Unity Inspector
Ensure that the "Client Permission" property of Write_Self
is set as true
to allow this item to be granted from the client via C#. Or, set Write_Self
as false
as a safeguard to allow the server to be the exclusive source of items for the game.
Updated 9 days ago