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Inventory Design

Encumbrance and inventory weight warning UI design guide

A practical guide to readable weight limits, pickup forecasts, overload warnings, and faster item-trimming flow.

公開日: 2026-07-08#Inventory#Encumbrance#UI Design#Beginner

Quick Start

Start with a tiny working version

Weight systems become interesting when they create meaningful choices, not when they simply interrupt the player. Most frustration comes from poor visibility: players do not know they are close to the cap, cannot tell what a pickup will do, or cannot quickly decide what to drop.

Build it in small code pieces

1. 値を用意する

Inspectorで変更できる値と表示先を置きます。

InventoryWeightTutorial.cs
csharp
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float currentWeight = 1f;
    [SerializeField] private float maxWeight = 2f;
    [SerializeField] private float warningRatio = 3f;

2. 状態を変える

ボタンを押した時に、1つだけ状態を進めます。

InventoryWeightTutorial.cs
csharp
    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "余裕あり" : step == 1 ? "重くなる" : "超過警告";
        if (statusText != null)
        {
            statusText.text = $"{label}\ncurrentWeight={currentWeight:0.##}\nmaxWeight={maxWeight:0.##}\nwarningRatio={warningRatio:0.##}";
        }

3. 画面に表示する

変わった結果を画面に出して確認します。

InventoryWeightTutorial.cs
csharp
        if (statusText != null)
        {
            statusText.text = $"{label}\ncurrentWeight={currentWeight:0.##}\nmaxWeight={maxWeight:0.##}\nwarningRatio={warningRatio:0.##}";
        }
        Debug.Log($"重量制限と所持超過警告: {label}");

Complete script

InventoryWeightTutorial.cs
csharp
using UnityEngine;
using TMPro;

public class InventoryWeightTutorial : MonoBehaviour
{
    [SerializeField] private TextMeshProUGUI statusText;
    [SerializeField] private float currentWeight = 1f;
    [SerializeField] private float maxWeight = 2f;
    [SerializeField] private float warningRatio = 3f;

    private int step;

    public void NextStep()
    {
        step = (step + 1) % 3;
        var label = step == 0 ? "余裕あり" : step == 1 ? "重くなる" : "超過警告";
        if (statusText != null)
        {
            statusText.text = $"{label}\ncurrentWeight={currentWeight:0.##}\nmaxWeight={maxWeight:0.##}\nwarningRatio={warningRatio:0.##}";
        }
        Debug.Log($"重量制限と所持超過警告: {label}");
    }
}

Inspector

Connect the UI reference in the Inspector, then use the button to confirm each value changes.

Summary

What to take away

A practical guide to readable weight limits, pickup forecasts, overload warnings, and faster item-trimming flow.

The page is designed to help you move from reading to a small practical decision. Use the checklist above before jumping into the next related article.