So I am working on a game and I think a escape from tarkov inventory system would make it be so much cooler! But I have no how to pull off such a thing, so any ideas or pointers to help me get set in the right direction would be nice!

Thanks!
~ froyo ~

its acomplicated matter, it would tie into the data structure for your game. Not an easy plug n play component, altho some could make it that way.

It took me months to write and rewrite the inventoryy and i will rewrite it yet again because of data structure changes etc..

Check out yt tutorials. Check out asset library.

I started with this:

This guy has lots of vids but he working on old version.

    kuligs2
    I could see how these could be useful but I already know how to make an inventory system, Im just not sure how to do the whole thing like tarkov did

      Frodev never played, never gonna play tarkov, maybe you could post some examples here for research?

        kuligs2

        Each item fills up a certain amount of space in the inventory, meaning you cant have an infinite amount of items and you have to fit certain items into certain places of the inventory in order to get the items you want.

        Which is also similar to this genshin impact event (I know yes)

        As shown each item takes up a certain amount of spaces and can be in many different shapes, this is what I want to do!

        thanks~
        ~ froyo ~

          kuligs2
          I'll take a look at it! (thanks I didnt even know assets were a thing for godot lol).

          a year later

          I see it's been a while since you've posted, but I'm curious if anyone’s tried using a GridContainer with dynamic sizing and custom dragging for item stacking. I’ve been experimenting with overlays to show occupied slots, but it’s tricky when dealing with rotated items. Has anyone found a good way to handle rotations and overlapping checks efficiently without slowing things down?

          I’d recommend starting with a grid-based system, where each item takes up a certain number of spaces. It’s also key to balance weight, size, and functionality for each item. When I worked on a game mod, I used some inspiration from bo6 cheats and hacks—it really helped me understand how complex systems can be integrated while keeping things smooth.