Go, Go, Godot!
  • 0

Inventory System v1.10 available

February 22, 2024

We’re excited about this release, which includes a range of quality-of-life additions and refinements. Drag-and-drop support has been improved with a second strategy: Click-and-release: Simply clicking (and releasing) an item will pick it up. This leverages Godot’s force-drag functionality and approximates the drag-and-drop behavior that games like Valheim and Palworld use in their inventory items. Switching between click-and-release and click-and-hold strategies is possible by configuring the GGInventoryUI with the respective strategy resource.

New features:

  • The Window Manager and Inventory UI demos now allow switching focus via controller
  • Focus switching now sorts dialog (from left to right), greatly improving the user experience.
  • Added the click-and-release drag-and-drop strategy.
  • Added Interaction demo with inventory item transfers.
  • The Inventory UI demo toolbar now uses an item collection to configure the SimpleItemGiver’s items.

And of course, lots of bug fixes:

  • Add missing drag_item to project input map
  • Allow dropping items into list item container
  • Container drag signal handled in the inventory controller
  • The refined Inventory UI demo defines item collections
  • The inventory manager (window manager demo) sets inventory UI’s action and drag-and-drop strategy
  • The InventoryUI demo reuses the ItemUseDebugger.
  • Corrected the GGInventoryUI scene mouse_filter configuration
  • The multiplayer demo uses the inventory controller for local inventory state
  • Renamed the default action strategy’s move_item action to drag_item.
  • Correction to the sequencer demo action strategy’s focus handling
  • Set missing transfer and drag-and-drop strategies for various demos
  • The stacking strategy uses multiplayer-friendly items_changed callback
  • Inventory transfer button quantity correction
  • WebSocket demo action and drag-and-drop strategy correction
  • Workaround for Array.map() incompatibility with Array[int].

The Inventory System Deep Dive and Architecture Guide helps game developers implement advanced multiplayer inventories using Godot Engine. The PDF Guide contains over 500 pages of code walkthroughs, diagrams, and explains concepts related to inventories, items, and more.

Get It Now
Learn More

assetgdscriptgodottutorial
Posted in Godot.
Share
PreviousInventory System v1.11 available
NextInventory System v1.9 available

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Related Posts

  • August 2, 2022

    Launching Godot Games on Steam Deck from the command line via Remote Shell

    For some reason, my Godot game would no longer launch on the Steam Deck. I could hear it running as if it were running in the background, but the screen kept showing the Steam Deck’s UI. Since it’s all Linux I figured it should be possible to just drop to the command line and launch …

  • February 10, 2024

    Inventory System v1.6 available

    Per feedback, we’ve exposed more inventory user interface component signals to make it easier to react to slot/item interactions with custom logic. New features: In addition, these bug fixes are included:

  • November 27, 2024

    Toggling Visibility of Nested CanvasLayers

    I had a setup with nested CanvasLayer nodes. Toggling the visibility of the root CanvasLayer doesn’t hide any nested CanvasLayer nodes. My solution was to listen to the visibility_changed signal, find any CanvasLayer child nodes, and apply the same visibility to them.

  • November 16, 2023

    Creating a UDP peer-to-peer connection

    Creating network connections with Godot is simple — as long as you have the other party’s IP address, and there’s no NAT gateway involved. Unfortunately, that’s exactly the problem in most cases. You don’t know the other party’s IP, and these days, just about everyone is behind a combination wifi router/gateway/firewall with NAT. Conceptually, NAT …

    © 2026 GoGoGodot.io. All rights reserved.