Figure 15.

6 Conclusion

6.1 Critique

In comparison and appart from new features, this system is much more complex than previous backpack system. Many more checks and operations are done per object in insertion and retrieval. On top of that, since no multiple same objects are held by any array, nor “physically” in the game hierarchy, new objects have to be instantiated again in real-time. On top of that, their transform properties as the position, rotation transform-parenting etc. has to be set. While the old system had to just unparent the object from the backpack gameObject and enable it. It might be, that due to instantiation of the new and more resource-craving objects (many at the same time) “performance decrease spikes” could appear in some situations. Although, we did not experience this in our small scene with simple prefabs. Furthermore, as mentioned before, there is no need for ten thousands of objects to be held in the backpack, therefore overall performance might be worse than just having predefined array and parented gameObjects in the backpack. This is not clear - test to compare both systems should be made.

6.2 Current limitations and future works

GUI is not finished, and it will malfunction if objects are taken out or stored when it is on. This should be fixed, by refreshing lists and reflecting that back to GUI immediately. This will be also useful, when implementation of rearranging the objects in the inventory will be made. Furthermore, all basic functions as taking out one item, taking out all items, equipping item, eating food etc. of inventory should be made. Majority of these functions are already created, therefore the remaining part is to work on the GUI and tie these options to appropriate inventory buttons.