> For the complete documentation index, see [llms.txt](https://docs.fullscreen.no/info/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.fullscreen.no/info/game-creator-2-assets/inventory-extended/setup-guide.md).

# Setup Guide

1. [Setup and install Game Creator 2](https://docs.gamecreator.io/gamecreator/getting-started/installation/)
2. [Setup and install Inventory 2](https://docs.gamecreator.io/inventory/setup/)
3. Download and install Inventory Extended from the package manager
4. Install **TextMesh Pro Essentials** if you don’t already have it
5. Then you can [install the example content](#installing-the-example-content)

***

### Updating Inventory Extended

When a new version of Inventory Extended is released, we recommend uninstalling the old version first.

**How to Uninstall**

Go to the Unity toolbar:\
`Game Creator > Uninstall > Inventory Extended`

After uninstalling, you can safely install the latest version.

***

### Installing the Example Content

To install example content for Inventory Extended:

1. Open the Game Creator Install Window:\
   `Game Creator > Install…`
2. In the list, locate **Inventory Extended** and check the box for **Examples**.
3. Click **Install** to add the examples to your project.

**Important:** It is recommended to **copy any example content you plan to modify,** such as entire UI prefabs, before making changes. This ensures that if you update Inventory Extended later, any modifications you made to the demo content will not be overwritten.

***

### Example Location

Once installed, you can find the example content here:\
`Plugins/GameCreator/Installs/InventoryExtended.Examples@1.0.0/`

There are two example scenes included:

**List-Based Systems Example:**\
Showcases the List-Based systems built entirely with visual scripting, including List Crafting (craftable check & required resources), List Furnace (smeltable items & output chances), and List Dismantle (dismantle results & chances). Demonstrates duration support and a quantity slider.

**Grid-Based Systems Example:**\
Showcases the Grid-Based systems built entirely with visual scripting, including Grid Inventory (2x2 crafting, equipment slots, sorting, recipe book), Grid Chest (drag & drop, sorting, quick transfer), Grid Craft (3x3 workbench crafting), Grid Dismantle, and Grid Furnace.

***

### Equipment Preview Setup

The equipment window includes a character preview displayed using a Render Texture, along with equipment slots.

To make this feature work properly:

* Your **Player GameObject** must use a layer named **`Player`**
* If the layer does not exist, you must **create it manually**
* Assign the **Player layer** to:
  * The main player GameObject
  * Any **child GameObjects** (meshes, visuals, etc.)

#### Render Texture Camera Setup

* Locate the **RenderTextureCamera** (child of the player)
* Ensure its **Culling Mask** includes the `Player` layer
* Adjust settings if needed depending on your setup

#### Equipped Items

Any equipped item that adds visuals (e.g., armor meshes) must also use the **Player layer**.

To handle this:

* In each item’s **On Equip** instructions:
  * After applying visuals (e.g., *Put On Skinned Mesh*)
  * Add a **Change Layer** instruction
  * Set the layer to **Player**

This ensures equipped items are visible in the character preview.

***

### Item Size Limitation

Currently, **Inventory Extended** only supports items with a size of **1x1**.

We may expand this in the future to support all item sizes, but:

* There are technical limitations at the moment
* No guarantees or timeline for this feature yet

This is something we may revisit in the future, depending on feasibility.
