RPG Items #2: Abstract Item Container (Unity Tutorial) @Kryzarel
RPG Items #2: Abstract Item Container (Unity Tutorial)  @Kryzarel
Uploaded May 2026 | Updated September 2026, 3 weeks ago
Episode 2 of the RPG Items series dives into the core data structure of our architecture: the ItemContainer.
Instead of jumping straight into a rigid "Inventory" class, we’re building a highly generalized, abstract container. This single foundation will eventually power everything from player inventories and banks to world loot chests and equipment slots.

We also focus on modern C# performance standards, bypassing standard heap allocations in favor of pooled arrays for memory-efficient operations.

What we cover in this episode:
* Item Container interface and abstract class: The foundational building block that the whole system relies on.
* ArrayPool to minimize allocations and garbage collection spikes.
* Ref Keyword Optimization: Writing values directly into arrays using reference variables.
* Smart Stacking Logic: Implementing a two-pass algorithm that fills existing item stacks before empty slots.
* Overriding Max Stacks: Making our system flexible enough to allow dynamic container-specific modifiers.

We're building this step-by-step from a simple foundation, layout out the groundwork before we introduce our transaction-based system in a later episode.

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► Series Playlist: youtube.com/playlist?list=PLm7W8dbdflogsSk73wzTDgkHM-vDDjvMT

💬 Discord: discord.gg/uV79UmjZ2Z

Timestamps:
00:00 - IItemContainer interface
05:50 - ItemContainer abstract class
10:20 - TryAdd() method

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RPG Items #2: Abstract Item Container (Unity Tutorial)

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