Rucksack – Multiplayer Inventory System v1.1.1 (Unity Asset) [WiN x64]

By | August 13, 2022


Year/Date of Issue: 03/30/2019
Version: 1.1.1
Developer: DevDog
Developer site: _
Bit depth: 64bit
Interface language: English
tablet: not required
System requirements: Unity 2017.3.0 or higher

Backpack is the most flexible and expandable UNet-enabled inventory solution that makes it easy to customize player inventories, NPCs, banks, premium shops and more in online and offline multiplayer games!
Brain blow

Backpack requires .Net 4.6.
⚔️ Website: learn more about the backpack
⚔️ Video guides: get started quickly
⚔️ Support: Submit any questions
⚔️ Highlights ⚔️
– Source
– Great editors for easy and fast iteration for you and your team
– Multi-user built-in with UNet integration
– Modular system based on events
– Easily create custom element behaviors
– Collection (inventory) restrictions
– Insanely expandable
– Visual equipment / NPC with equipment
– Buy/sell goods from sellers
– Network permissions model with server-based authorization
– Sellers can sell any “product” for any “currency”
– Joint and undivided (instant) banks
– Modular input system
– Subject of inheritance
– Multiple common stocks
– Different prices from suppliers for different users
All backpack licenses include full source code, so you can customize anything.
• Integrations Download
– Playmaker
– Easy build system
– Text Mesh Pro
– More coming!
• Multi-user compatibility with UNet integration:
With out-of-the-box integration for UNet that allows integration into any server/network setup, Rucksack is perfect for both online multiplayer and single player games. The backpack is secure and uses a permissions model for the server; So no cheaters!
• Modular event based user interface system:
You are in complete control of your user interface with our modular and event based user interface system. The system is very fast and extensible, yet easy to use, meaning you’ll set up your inventory/collections in no time! It doesn’t matter if you’re making a fantasy RPG or a casual mobile game with IAP – Rucksack’s UI system can handle it all.
• Items with behavior:
In backpack, elements can have behavior and you can create your own element types and add custom behavior very easily. We will not limit your possibilities!
• Restrict collections:
Need inventory for quest items only? Or inventory just for consumables? Not a problem for the Backpack; Use any metric to limit the objects that can be stored in the collection.
• Insanely expandable:
The backpack has been built from the ground up to be expandable in every possible way, ensuring you are never limited in what you can achieve with the system if you want to expand it.
• Visual equipment / NPCs with equipment:
Any character in your game, such as an NPC, can have their own supplies and equipment, which means that you can make them equip different weapons and equipment by simply linking them to the NPC (static, skinned, and dynamic clothing grids, or write your own own hardware handler).
• Permission model with server-side authorization:
Our server-based authorization model makes your game fraud-proof while remaining flexible and extensible to fit any kind of server/network setup. Usage example with UNet: UNetPermissionRegistry.collections.SetPermission(collection, player, Permission.Read).
• Sellers can sell anything for anything:
Need to be able to sell cat houses or skill for skill points? With the Backpack, any item can be traded and everything can be currency. Go crazy!
• Shared and undivided (instant) banks and chests:
With a backpack, you can easily differentiate and customize both generic and non-generic (instances) cans and chests in the game. The system is so flexible that, in theory, shared pots and chests could be shared among all the players in the game, everyone in your party – and everything in between.
• Modular input and user interface system:
Rucksack’s modular input system is extensible and customizable, and allows you to create input modules to process your input. The beauty is that you can very easily replace or replace certain input modules for maximum control (example)
• Subject of inheritance:
Want to reduce data transfer in your online game? With item inheritance, you can create item variations (for example, a Sword, which can also be a Fire Sword). With Backpack’s inheritance system, Fire Sword can inherit its bases stats from the Sword, while redefining or adding only those properties that have been changed or added. In a large game, this saves a lot of repetitive data about unused props from the transfer.
• Different prices from suppliers for different users:
You can easily get and set different prices in shops/shops based on any properties you want, such as different in-app purchase prices depending on country (requires custom implementation of Vendor

The backpack is perfect for any game genre including:
– Online and offline games
– Adventure
– survival
– mobile games
– Games with store skins
– Strategy
– Simulation games

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