How does GIS differ from Lyra's inventory system?
Both GIS and Lyra use data assets and Fragments to organize item data. GIS provides normal, multi-stack, and slot collection types and associates an equipment component with an inventory collection. Equipment instances can be UObjects or Actors that implement the equipment interface. The systems have different goals and integration paths; evaluate them against your project's needs and the Lyra version you use. See Core Concepts for the GIS model.
Can GIS integrate with the Gameplay Ability System (GAS)?
The GIS core plugin does not directly depend on GAS. Your project can use custom Fragments, equipment instances, or project logic to connect item-use and equip events to Gameplay Abilities or Gameplay Effects. Granting, removing, and networking those abilities remain project responsibilities. See Equipment System.
The All-in-One playable demo illustrates a project combining several systems; check the assets and dependencies in the version obtained.
Who is responsible for multiplayer permissions and security?
GIS uses server-authoritative paths for key inventory changes and supplies some Server RPCs. Your project must validate the requester, ownership, interaction distance, trade target, and game rules on the server. RPCs and replication alone are not a complete security policy. Test dedicated server, owning client, and remote clients separately. See Inventory System.
Can I build shared inventories and permission-based trading?
Inventory components, collection restrictions, and shop conditions can support shared containers and trading. For example, the project can decide whether a player belongs to a camp before allowing access to its chest. Identity, access scope, and server validation remain project responsibilities; ItemRestriction and buy/sell conditions can express rules, while price modifiers can implement project-specific discounts. See Currency and Shop System.
Is a ready-made UI included?
The code plugin does not contain UI assets. The companion project provides inventory, equipment, and shop UI examples built with Generic Game System and CommonUI; you can inspect or adapt them, or build your own UI. See Companion Project and Example Assets for paths and migration dependencies.
Is crafting ready?
Crafting remains in development and has not been fully validated. Current code includes recipes, request evaluation, authority-side commit, and rollback paths, but interfaces and behavior may change. Validate it in a test project first. See Crafting System for current behavior and testing scope.
For an overview of product fit and project responsibilities, see Why Choose Generic Inventory System?.