FAQ

Errors on import

Getting errors like cannot be used because it is not part of the C# 4.0 language specification when importing Rucksack? Make sure you're using .Net 4.6 and that you're using Unity 2017.3+

Can I use Rucksack for a singleplayer game?

Absolutely! Rucksack comes with singleplayer components and multiplayer components. In most cases it would be recommended to create a multiplayer game and run as a host (both server and client). If you intend to build a singleplayer game, and never want to support multiplayer you can use the singleplayer components.

Does Rucksack work with Photon / other network libraries?

Short answer: No. Rucksack only has a pre-built integration with UNet. All other networking libraries are not officially supported. Other networking systems, like photon, can be implemented manually.

Is Rucksack compatible with Inventory Pro?

Rucksack is not compatible with Inventory Pro. Inventory pro is a singleplayer only inventory solution which strongly leans towards RPG and survival games. Rucksack is multiplayer ready and game-agnostic, meaning that it does not have any game specific integrations and due to it's flexibility can support any game type.

The difference between Rucksack and Inventory Pro

Feature Rucksack Inventory Pro
Multiplayer
Authoritative server
Modular design
Modular UI system
Modular input system
.Net 4.6
Item Inheritance
NPC equipment
NPC inventory
Inventory
Player Equipment
Vendor
Bank
Item editor
Stat system
Crafting

Feature descriptions

  • Multiplayer: A full fledged multiplayer integration based on UNet.
  • Authoritative server: Server authority over all actions (cheat proof).
  • Modular Design: All components are modular, ranging from input to vendors and collections.
  • Net 4.6: Rucksack uses the latest version of .Net for future compatibility and ease of use.
  • Item Inheritance: Create variations of items through Item Inheritance.
  • NPC Equipment: Visually equip items to any character, such as, your NPCs.
  • NPC Inventory: Give any object or instance it's own inventory.

How do I add or remove items from a player's inventory?

// Assign in inspector or fill through code.
public InventoryPlayer player;

// In your code (where item is an IItemInstance object)
var result = player.itemCollectionGroup.Add(item, 1);
if(result.error == null)
{
    // Success!
}
else{
    // Whoops, something went wrong! See result.error for details.
}

UNet is not working, why?

Unity deprecated UNet in 2019+. Because of this we've decided to split the package off into it's own separate .unity package, downloadable from the devdog.io website.

What if I'm using Unity 2019+ and want to utilize networking?

For 2019+ we have a package on the devdog.io website named mirror. Mirror is a community driven replacement for UNet, that is more stable and has (almost) the same API and method signatures and UNet, making migrations very simple.

How do I create an item instance?

Item instances can be created through the ItemFactory factory. The ItemFactory will return a new instance based on the item definition you pass into it. See Items for more info.

public UnityItemDefinition definition;

// Create the instance
var inst = ItemFactory.CreateInstance(definition, System.Guid.NewGuid());

What's the difference between an item instance and an item definition?

An item definition is a persistent data structure that defines the item. The item instance is an instance object that wraps the definition and adds any run-time values. For example, an instance item can contain randomized generated stats at run-time, while the definition contains persistent information, like the item name, icon, etc.

You can of course create multiple instances of the same definition, while there is generally only 1 definition per specific item.

What is a collection group?

A collection group is a group of collections that adds priority to each collection. For example, putting 2 collections into a single group where collection A has a priority of 5 and collection B has a priority of 10, all items will be stored in collection B first, as it has the highest priority. See Collection Group for more info.

How do I check if a collection / player contains an item?

The IInventoryCollectionOwner is an interface used on objects or characters that defines it has an inventory collection available. We can grab this component, and through it, the inventories.

var collectionOwner = someObject.GetComponent<IInventoryCollectionOwner>();
if(collectionOwner != null)
{
    // This object has an inventory collection
    var itemCount = collectionOwner.itemCollectionGroup.GetAmount(someItem);
    // Do something here...
}

How do I equip / un-equip an item?

By calling the IEquippableCharacter<TEquippableItemType> Equip or EquipAt methods. See Equipment for more info.

How do I make NPC's with their own equipment?

Any character that contains a component that implements IEquippableCharacter<TEquippableItemType> is considered an equippable character. You can use the UnityEquippableCharacter component, or implement your own if you want more control. See Equipment for more info.

How do I extend the existing items / implement my own item behavior?

See Custom items.

How do I implement a character controller?

See Custom Character Controller for a description.