Beamable Documentation

Welcome! Here is everything you need to get setup and become a Beamable expert.

Begin with the Getting Started section, learn more about Beamable features in the Manual, and check out the Script Reference APIs for advanced workflows.

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Step 5 - Using Inventory Flow

Overview

The purpose of this guide is for game makers to setup a complete inventory experience using Beamable.

This page includes everything needed to use this feature in the "Beamable SDK for Unity". Or watch this 5 minute 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

  1. Add the "Inventory Flow" Prefab

• See Inventory Flow for more info

  1. Open the Content Manager

• Unity → Window → Beamable → Open Content Manager

  1. Create a new "Item"
• Click the :heavy-plus-sign: button • Populate the name
  1. Configure the "Item"
• Populate all fields

Note: The icons can be set to any valid Unity’s Addressable object.

  1. Create the "Inventory Configuration" asset

• Unity → Edit → Play
• Unity → Edit → Stop

Note: Playing the Scene like this is required only once. If the asset already exists, skip this step.

  1. Select the "Inventory Configuration"

• Search the asset file by the following path

Assets/DisruptorEngine/Resources/InventoryConfiguration.asset

  1. Configure the "Inventory Configuration"
• Populate all fields

See Configuration of Item Renderers below for more info.

  1. Save the Unity Project

• Unity → File → Save Project

Best Practice: If you are working on a team, commit to version control in this step

  1. Publish the content

• 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.

Step

Detail

  1. Locate a player's DBIDDBID - The database identification. Beamable generates an anonymous account for the player when the project first runs

• See "Verify Success" on Step 1 - Getting Started

  1. Open the "Toolbox" Window

• Unity → Window → Beamable → Open Beamable Toolbox

  1. Open the "Portal" Window

• Click the "Open Portal" Button

  1. Navigate to desired player's Inventory

• Select the active RealmRealm - A data sandbox in the Beamable back-end
• Select the "Players" tab
• Search by the DBID from step #1
• Press the "Inventory" button
• Press the "Add Item" button

  1. Add the item
• Select the desired item in the dropdown • Press the "Add" button

See Configuration of Item Schema below 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

  1. Run the Scene

• Unity → Edit → Play

  1. See the Inventory

Result: The inventory will show the active player's collection of items.

Advanced

Here are a few advanced configuration options and workflows.

Configuration of Item Renderers

The InventoryConfiguration asset file 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 asset file contains a reference for rendering

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.

Updated about a month ago


Step 5 - Using Inventory Flow


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