Hiro Inventory Sample Project
The official sample project for the Hiro Inventory system. This project demonstrates retrieving the item codex, listing inventory items, granting, consuming, and removing items through the Hiro SDK in Unity. It keeps boilerplate light so you can transplant the inventory flow into your own game.
Features
- Browse the item codex pulled from Hiro inventory templates with names, descriptions, categories, and rarity.
- Grant items from the codex with safeguards for max stack limits and available inventory slots.
- Consume consumable items with an optional overconsume toggle for testing error paths.
- Remove items from the player by issuing negative grants.
- Color-coded inventory grid with selection details for properties, stackability, and consumable flags.
- Wallet panel stays in sync with the Hiro economy system to show currency changes.
Installation
The installation steps and resulting folder structure will vary depending on if you downloaded the project from Github or the Unity Asset Store.
For optimal display, set your game resolution in the Unity Editor to 1920x1080
- Clone or download the Sample Projects repository onto your machine.
- From the Unity Hub, click Add -> Add project from disk and choose the top-level UnityHiroInventory folder.
- You may see several warnings about Editor version incompatibility. Feel free to ignore these messages as long as you're on Unity 6 or greater. Continue on until you arrive at the main Editor UI.
- Open the main scene by navigating to Assets -> UnityHiroInventory -> Scenes -> Main.
- Hit Play.
The project connects to our demo server so you can see the features in action immediately.
Note: The server is reset on the 1st of every month at 00:00 UTC.
Folder structure
Assets/
├── UnityHiroInventory/
├── HeroicUI/ # UI assets and styling
├── Scripts/ # Main project code
├── UI/ # UI Builder files
└── ... # Everything else
├── Packages/ # Contains the Nakama Unity package
Code overview #
The project uses Hiro’s systems-based architecture, which provides an opinionated structure for building games with pre-configured systems.
Coordinator (HiroInventoryCoordinator.cs)
#
Extends the HiroCoordinator class to set up the Nakama connection and initialize Hiro systems. It handles system lifecycle and authentication before your game logic runs. Learn more about Hiro’s deterministic startup.
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API reference: Hiro Initialization
Controller (InventoryController.cs)
#
Bridges the UI and Inventory system, handling codex loading, item selection, and item actions (such as granting, consuming, and removing) with validation.
Load Item Codex
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Grant item
Grants a codex item by quantity after validating selection, nonzero quantity, max count, and slot availability.
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Consume item
Consumes the selected consumable item by quantity (with optional overconsume), then refreshes the economy state.
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Validate item max count
Ensures adding a quantity won’t exceed an item’s MaxCount, throwing “MAX_COUNT_REACHED” when it would.
Validate inventory slots
Checks inventory capacity, throwing “INVENTORY_FULL” when stack rules or slot count can’t fit the addition.
Refresh inventory
Refreshes inventory and wallet state, repopulates the local item list, and returns the updated items.
API reference: Inventory
Account Switcher
The Account Switcher lets you explore the project as different players without managing multiple builds. Use it to test features from different accounts.
How to use:
- Open the Account Switcher panel (Tools > Nakama > Account Switcher).
- Select different accounts from the dropdown to switch between up to four test users.
- Each account is automatically created the first time you select it.
Key points:
- Only works while your game is running in Play mode.
- Usernames will display in the panel after switching to an account for the first time.
Setting up your own Nakama server with Hiro
While this project works with our demo server, you'll want to set up your own Nakama and Hiro instance to customize the features and configurations.
Prerequisites
Before you can set up Hiro, you'll need to:
- Install Nakama: Follow the Nakama installation guide to get Nakama running with Docker.
- Obtain Hiro: Hiro is available to licensed users. Contact us to obtain your license.
- Install Hiro: Once you have your license key, follow the Hiro installation guide.
Configure Hiro
This sample project ships with specific Hiro system configurations on the server. You can view the exact configuration files used in our demo server here: Demo server configurations.
Copy the JSON files to your server (such as inside a definitions directory)
and update main.go to initialize the required Hiro systems
according to the
installation guide
or
view the example on Github.
Connect this Unity project to your server
After installing Nakama and Hiro and running it locally with the appropriate configurations, edit these settings in the Unity Editor to connect to your server:
- Select the main coordinator component from the scene hierarchy panel.
- Open the Inspector tab.
- Look for the field inputs under Nakama Settings and replace
them with the following:
- Scheme:
http - Host:
127.0.0.1 - Port:
7350 - Server Key:
defaultkey
- Scheme:
Additional resources
