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Inventory Manager

A complete, responsive game inventory built entirely in Rive. Drag items between the Chest and the Bag, stack potions, filter by type and sort by value. Go ahead, it runs live.

Icons: game-icons.net by Lorc, Delapouite, Caro Asercion & Willdabeast (CC BY 3.0), Lucide (ISC).

The little details

Not going to click around? These are the small things that make it feel right, zoomed in.

One file, every screen

One file, every screen

On a phone the toolbar wraps, the Bag drops under the Chest and the grids pick the biggest cell that fits. No separate mobile version.

Smart filters

Pick Potions and the potions move to the front of both grids, while the rest dims and can't be picked up. The buttons follow along: Loot Potions, Store Potions.

Know before you drop

While you drag, the target lights up: gold when the item stacks onto one you already have (that cell gets a border too), green when it fits, red when it's full.

Counts that add up by themselves

Drop 5 potions on your 1 and the stack bounces, gets a gold ring and a +5 chip, and the count jumps to 6. The totals under each grid follow along.

It tells you what will happen

It tells you what will happen

The info bar reads along while you drag: "Stacks onto the 1 in your bag: +5." Select an item and it shows rarity, weight, value and stack size.

How it's built

  • One Rive file with a layout tree that wraps from desktop to phone, no separate mobile version.
  • A Luau script runs the inventory logic: occupancy grids, stacking, sorting and the drag ghost.
  • Every item is its own artboard, so a designer can restyle them in the editor.
  • Buttons, tabs and stats are reusable components driven by data binding.
  • Keyboard and screen reader support for the toolbar and buttons.

Use it in your own project

The file is free on the Rive Marketplace: open it in the Rive editor, make it your own and use it in your game or app.

Download it free on the Rive Marketplace
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