Go, Go, Godot!
  • 0

Inventory System v1.11 available

February 25, 2024

The latest inventory system is now available and it focuses on multiplayer permissions. The new Access Manager component validates client requests to ensure players can’t cheat and interact with inventories they’re not supposed to be able to have access to.

New features:

  • The new GGAccessManager component allows permissions handling for multiple components in the same object.
  • WebSocket demo improved with access manager component
  • Separate inventory controller scenes for “managed-slots” vs “assigned-slots” controller.

Bug fixes:

  • Removed typed arrays from RPC-enabled methods.
  • Inventory expiration extension no longer interferes with drag-and-drop on multiplayer client
  • Correction to multiplayer stacking strategy properly emitting signal
  • Multiplayer-compatible use and drop item actions
  • Remove type hinting from potentially freed object
  • Remove unnecessary/stray assert
  • Addresses typed-array incompatibilities via Array.assign().

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 v1.12 available
NextInventory System v1.10 available

Leave a Reply Cancel reply

Your email address will not be published.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

Related Posts

  • October 9, 2023

    The Godot Jungle Demo

    It’s not Far Cry, nor Crysis, but it could be. The Realistic Jungle Demo demonstrates that Godot is capable of impressive visuals. If you want to run it yourself, download it from https://wrobot.itch.io/jungledemo. It was announced in this Reddit post. Update: The source code was released (with the commercial assets removed).

  • February 15, 2024

    Inventory System v1.8 available

    The latest version includes a few new enhancements, and an experiment: The sequencer demo uses inventory instances to hold music notes, which can be played back. This was inspired by music trackers that were popular in the 90s, such as Scream Tracker and Impulse Tracker. The sequencer isn’t meant to be a production-ready digital audio …

  • January 27, 2023

    Dynamically finding and loading resources from the Filesystem for Android and Web Exports

    A little while ago, I created a type of AudioManager to make it easier to work with sound files in bulk: Rather than assigning audio streams by hand, I was doing it programmatically; reading the contents of a directory and using load() to get the resources. It worked great and saved a lot of time …

  • April 20, 2024

    Ditch @onready, use @export instead

    Are you using @onready to reference nodes? There’s a better way! Here’s a simple example of how many tutorials use @onready to reference nodes: That script is attached to a CanvasLayer node with a ProgressBar called HealthBar. And yet, when running the scene, it will throw an error: This is because there’s actually a spelling …

    © 2026 GoGoGodot.io. All rights reserved.