Inventory and Equipment: Our First Unity Modules Are Approved

After a generous amount of development, testing, packaging, and waiting for Unity’s review process to finish contemplating the universe, we have a milestone worth sharing:

The GGG Inventory System and Equipment System have both been approved for the Unity Asset Store.

They’re the first public modules in a larger collection of tools we’re building for Unity developers.

Inventory without the handcuffs

Inventory handles the job its name promises: representing and managing items in an inventory, with runtime behavior and optional UI presentation.

A game can decide when to open an inventory window, how the player provides input, and what collecting an item should mean. The module shouldn’t dictate the rest of the game just because somebody wants to carry a sword.

Equipment without a mandatory combat system

Equipment is a separate responsibility. An equipment slot and an equipped item are useful concepts whether you’re building a role-playing game, a survival game, or something that never swings a weapon.

That separation matters to us. We want game systems to have clear jobs and clean boundaries—not a dependency chain that drags half a game into every scene.

The shared foundation

Both modules build on shared item concepts. Where a project needs Inventory and Equipment to cooperate, we want that connection to live in an optional integration layer, rather than hardcode it into either module.

A dedicated Inventory–Equipment integration package is part of our release plan. We’ll announce its availability separately; it isn’t included in this approval announcement.

Have a look before you commit

We’ve also been rebuilding the GGG website around the tools. You can explore the Unity asset catalog and browse the API reference to see the public contracts before deciding whether a module fits your project.

The documentation is generated from C# XML comments and maintained against released source versions. It won’t replace tutorials or working examples, but it should make one question easier to answer: Can I integrate this without fighting the architecture?

These are only the first pieces. Next comes connecting them cleanly, then tackling movement, animation, combat, and the game we’ll use to put the whole approach under pressure.

We’re building the tools we wish were already there. Now they’re starting to escape into the world.

— Guts Glory Games