When experimenting, and placing huge initial amounts of object into the backpack, Unity GUI limits were reached (errors were given), as a huge amount of objects were shown in the Inspector, where they were placed. It was realized that this is not a smart approach. Second list initialBackPackObjectAmount that holds amounts (integer) of initially placed objects were created, see picture XXX. Therefore, a single object could be placed in the inspector, and amount of such objects indicated by that integer. After, code was adjusted to not to loop (initially on start) through  this amount when adding new items. Instead initialBackPackObjectAmount array numbers were reflected to backPackObjectAmount(Key) dictionary, when initial objects were inserted. More convenient and clean method would be to access the dictionary directly from the Inspector and two additional lists of initial gameo bjects and amounts would not be required. However, Unity currently does not support serialization of dictionaries (used in the inspector, to reflect properties held in the data types), therefore, dictionaries are not accessible through the Inspector.

4.6 Inventory GUI

The new backpack system received the graphical user interface (GUI) showing how objects are grouped, named and counted. This required to create some graphical elements as object icons, basic inventory background and text fields. Since the grouping, object count and naming was prepared by the dictionaries, only remaining implementation was to display this information on-screen to the player. This required the creation of numeric grid (pre-defined positions for icons) to store the icons when player turns on the inventory. Picture below shows how the inventory GUI functions. Three different green apples are in different sizes or weights, therefore they are grouped as different objects.