i guess the shop is now in alpha stage, ready for testing. it still needs animation, but that will come with beta. buying and selling seem to work had problems serializing a list of item class, then i realised that its normal, i guess? on account of item deriving from scriptableObject… so i serialize a list of strings and match item ID instead, which seems to work just as well… wonder if this method would have helped when i was trying to count equipment…? with the shop system working in rudimentary form, i decided to move on to another tough box to check, or at least it looked so in my mind’s eye next i tackled using consumables from the menu. realizing that i could essentially map the old right-click functionality to new events i set out first to create the logic of the two new events: double-click and long press. i did this on the ItemSlotBase class and for it i needed to implement the IPointerDown and IPointerUp Handler interfaces. with those and a few primitive variables, i got the double-click working the fastest and avoided monitoring anything in an Update() callback, doing this with Long Press was a bit less straight forward in order to avoid the Update loop this time, which i greatly wanted to do knowing I’d have a loop evaluating for each itemSlot (empty or not!), i needed to make use of a coroutine and boolean. for starters, onPointerDown sets the bool true and Up sets it false. also, Down starts the coroutine and saves it to a variable, while Up stops the said coroutine. the coroutine itself is very simple, if pointerDown, yield return new waitforsecondsrealtime (longPressDuration), after that statement, if pointerDown still, invoke the Long Press event i had both events triggering and flowing down the inheritance chain to the player controller and everything seemed great in the editor, but when i built to android, i couldn’t interact with the inventory at all, let alone double-click & long press… so now it’s the weekend and i can’t decide if i can wait until monday to try and figure out why that may have been. hopefully something simple, like an incorrect setting on a prefab in a certain scene or… something