Inventory without the action bar

I wanted to ask here before I potentially did something I might regret, what happens if I turn my inventory item prefab into a button? Does it all break? I don’t want the action bar set up, I want to open my inventory, click an item and have it either be consumed or combined with another item for a crafting set up. But to do this I feel a button might make it easier than the current set up? I’m not confident with any of this UI business.

Just add a button component to the GameObject with the InventoryItemUI.
In InventoryItemUI, you’ll need to add some logic to detect if the item can actually be used (or equipped?) and take appropriate action… put this in a public method that the OnClick() can link to.

Thank you! I was sitting here staring at the code dreading the whole deal lol.

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