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Inventory — Sample Scenes

This folder contains focused sample scenes demonstrating individual features of the Inventory system.

Each scene is:

  • Self-contained
  • Teachable-driven (powered by IMGUI panels)
  • Incremental (00 → 05 builds understanding step-by-step)

👉 These scenes demonstrate how to use the system, not provide full gameplay implementations.


How to Use These Scenes

Start at 00 and progress in order:

  1. Learn the core loop
  2. Understand stack behaviour
  3. Add equipment rules
  4. Explore search and sorting
  5. Test persistence with snapshots
  6. Put the whole scene into a save file

Each scene introduces one concept at a time.


Scenes

Scene Description
00 • Quickstart (Minimal) Core loop: give, peek, remove, clear (no snapshots — see 04)
01 • Items & Stacks Stack merging, splitting, and movement
02 • Slots & Restrictions Equipment slots, filters, and validation
03 • Search & Sort Container sorting and service-driven search
04 • Snapshots JSON snapshot capture and restore
05 • Save The save coordinator, StableId, and one payload for the whole scene

Teaching Approach

All scenes use Teachable Panels:

  • IMGUI-based overlays
  • No prefab/UI dependencies
  • Direct interaction with runtime APIs

👉 This keeps examples:

  • Transparent
  • Copyable
  • Easy to debug

What These Scenes Are NOT

  • Not a UI framework
  • Not a full game implementation
  • Not production-ready UX

👉 They demonstrate system behaviour and integration patterns only


Design Notes

These scenes intentionally:

  • Use public APIs only
  • Avoid internal access
  • Avoid hidden logic
  • Mirror real gameplay flows

If a scene works:

👉 your integration is correct


  • Inventory Runtime → core systems and containers
  • Inventory Teachables → detailed guided panels
  • Sample Scripts → gameplay + tooling examples