Inventory management editor tool screenshot

Inventory Management Tool

Unity Editor Tool Internally For Level Designers

Key Skill Achievements

• Designed Features Based on Designer Feedback • Optimized Level Design Workflow • Expertise in Unity UI Toolkit • Developed Reusable Unity Package

Project Info

🎯 Project goal: Ease & Improve the workflow when creating levels
👨‍👨‍👧‍👧 Target audience: Level Designers
📺 Platform: Unity Editor
👩🏻‍💻 Language: C#, JSON
⏳ Timeline: 1 month

Introduction

The 'Inventory Management Tool' is a reusable internal Unity editor tool, I designed and developed to support the level designers in our team. Its purpose was to simplify and standardize the creation and management of inventory-based interactable items across client projects.

Delivered as a Package Manager–ready Unity module, the tool enabled designers to authenticate within the editor, create and localize inventory items, and synchronize them directly with the project’s backend. By providing a structured, designer-friendly workflow built with Unity UI Toolkit and ScriptableObjects, the tool reduced setup time, improved data consistency, and streamlined collaboration between designers and engineers.

Technical Highlights
• Unity UI Toolkit: Built using Unity UI Toolkit for modern, flexible UI development.
• Data-driven Architecture: Based on ScriptableObjects to enable modular and reusable systems.
• Secure Backend Authentication: Includes robust validation and secure login flows.
• Reusable Unity Package: Delivered as a Package Manager–ready solution for easy integration.
• Cross-project Design: Engineered to work across multiple projects with minimal setup.

How it works:

Preview Image
1. Authentication & Project Initialization

Designers authenticate directly within the Unity Editor. After login, the tool initializes the correct project context by retrieving the following data:

• Existing inventory items for the active project
• Supported localization languages (locales)
• Project-specific backend configuration

This ensures that all edits are validated against live backend data and applied within the correct project scope.

2. Inventory Item Management (CRUD)

Once authenticated, designers gain access to the Inventory Manager interface, where they can:

• View and edit existing inventory items
• Create new inventory items
• Update localized display names
• Remove obsolete or unused items

Each inventory item consists of: A unique identifier, an associated image, localized display names for all supported languages. All actions are validated in real time to prevent incomplete or invalid data from being introduced into the project.

Preview Image
Preview Image
3. Validation, Localization & Backend Sync

When adding or modifying an inventory item, the tool:

• Prompts the designer to provide display names for every supported language
• Verifies required fields and displays warnings or errors if data is missing or incorrect
• Tracks changes as pending content updates

Validated items are added to a staged content list and automatically synchronized with the backend during the next content update cycle. Once synced, the inventory items become immediately available for use in gameplay logic, level design, and runtime systems.