Looking for the simplest route to achieving some things.
-How do I create a separate rendering of my combatant's mesh for display when pulling up the Inventory screen? It seems like a secondary camera and a canvas set to display only when an item menu is open shouldn't really work. Would I need to generate a copy of my character in a separate space off-screen every time the menu opens or changes?
-Is there a simple way to position the equipment slots for a character in places corresponding to the equipment viewer slots on their mesh than creating a separate single-item menu part and GUI box for each flipping one (the right hand slot over the right hand, torso armor over torso etc.)? In other words, a list, but a list where I can manually determine the spot of each box for every available piece of equipment.
-Sorry for that brief allusion to strong language back there. Guess I lost my composure.
-What's the setup to create an inventory with a set number of item slots in rows and columns where things can be dragged and placed freely, possibly leaving empty spots between? My thought at present is to create a bunch of new equipment slots, one for each item box, and just have my whole inventory UI be an equipment screen? Would that even work?
-If I decide to have a separate inventory and equipment menu called at the same time for a single UI, with a complete list of all carried items at the bottom in the inventory section and only those items which are currently equipped shown above (ie, no separate part of the equipment menu to show equippable items) are these two separate menus interfaceable?