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Quick Information

A foundational inventory framework for GodotDesigned with an MVC-like architecture that separates presentation layer from data layer, offering high extensibilitySimple integration with minimal intrusion into existing projectsSupports independent data saving and loading
🎮 Grid-Based Inventory System - Godot Plugin
A foundational inventory framework for Godot
Designed with an MVC-like architecture that separates presentation layer from data layer, offering high extensibility
Simple integration with minimal intrusion into existing projects
Supports independent data saving and loading
🖼️ Sample Screenshots
🚀 Quick Start
Usage
- Copy the
addons/grid_base_inventory_system
folder to your Godot project - Configure
addons/grid_base_inventory_system/core/grid_base_inventory_system.gd
as a global script named GBIS - Refer to the input configuration below for Input settings
- Select appropriate classes from
addons/grid_base_inventory_system/model/item/
to inherit, implement required methods, and define your item rules - (Optional) Configure quick transfer relationships between inventories
- (Optional) Set current inventory list for quick unequipping and item destination when purchasing
- (Optional) Listen to signals to display item information
Input Configuration
Configure these four inputs in project settings (defaults shown):
- inv_click: Left mouse click
- inv_quick_move: Shift + Right mouse click
- inv_use: Right mouse click
- inv_split: Middle mouse click
If input names differ from defaults, update these GBIS properties during initialization:
GBIS.input_click = "your_input_name"
GBIS.input_quick_move = "your_input_name"
GBIS.input_use = "your_input_name"
GBIS.input_split = "your_input_name"
Inventory Relationship Configuration
# Add quick transfer relationship between inventories
GBIS.add_quick_move_relation("InventoryA", "InventoryB")
# Set current inventory list
GBIS.current_inventories = ["InventoryA", "InventoryB"]
Display Hovered Item Information
GBIS.sig_item_focused.connect(your_display_method)
GBIS.sig_item_focus_lost.connect(your_clear_method)
Add Items to Inventory
var my_item = preload("res://path/to/your_item.tres")
GBIS.add_item("target_inventory_name", my_item)
Multi-Character Support
Update these properties when appropriate:
GBIS.current_player = new_player
GBIS.current_inventories = new_player_inventories
🙏 Author
🎮 网格基础物品系统 - Godot插件
Godot基础背包框架
采用类MVC设计,展示层和数据层分离,具有较高的可扩展性
集成简单,对现有项目侵入低
可独立保存读取数据
🖼️ 示例截图
🚀 快速开始
使用方式
- 将
addons/grid_base_inventory_system
文件夹复制到您的Godot项目中 - 将
addons/grid_base_inventory_system/core/grid_base_inventory_system.gd
配置到全局,名称设置为GBIS - 参考下方输入配置,进行Input设置
- 在
addons/grid_base_inventory_system/model/item/
中选择合适的类进行继承,实现必要方法并书写自己的物品规则 - (可选)配置背包间的快速移动关系
- (可选)配置当前背包列表,用于快速脱装备和购买物品时物品的去向
- (可选)监听信号显示物品信息
输入配置
项目输入中需要配置四个输入,默认为:
- inv_click:鼠标左键点击
- inv_quick_move:shift + 鼠标右键
- inv_use:鼠标右键
- inv_split:鼠标中键
如果输入的名字和默认不一致,请在启动时更新GBIS中的以下属性
GBIS.input_click = "你的输入名字"
GBIS.input_quick_move = "你的输入名字"
GBIS.input_use = "你的输入名字"
GBIS.input_split = "你的输入名字"
背包关系配置
# 添加背包间快速移动关系
GBIS.add_quick_move_relation("背包A", "背包B")
# 设置当前背包列表
GBIS.current_inventories = ["背包A", "背包B"]
监听显示鼠标下的物品信息
GBIS.sig_item_focused.connect(显示物品信息的方法)
GBIS.sig_item_focus_lost.connect(清除物品信息的方法)
添加物品到背包
var my_item = preload("res://path/to/your_item.tres")
GBIS.add_item("目标背包名称", my_item)
多主角支持
在正确的时机更新以下属性:
GBIS.current_player = new_player
GBIS.current_inventories = new_player_inventories
🙏 作者(请关注)
📜 许可证
MIT License
Copyright (c) 2025 Cabbage0211
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
A foundational inventory framework for Godot
Designed with an MVC-like architecture that separates presentation layer from data layer, offering high extensibility
Simple integration with minimal intrusion into existing projects
Supports independent data saving and loading
Reviews
Quick Information

A foundational inventory framework for GodotDesigned with an MVC-like architecture that separates presentation layer from data layer, offering high extensibilitySimple integration with minimal intrusion into existing projectsSupports independent data saving and loading