You mean an inventory like in the vanilla Roblox backpack UI? No, not really. NeoHotbar is designed to improve the core hotbar experience and be otherwise unobtrusive.
Iād recommend reducing the amount of tools the player has to worry about. Mobile users especially will appreciate the lack of clutter. You could also make an external inventory menu and integrate it with a NeoHotbar CustomButton.
Sorry, stacked tools isnāt planned. You should consider integrating quantities directly into the tools themselves.
If thereās demand for it, I could update NeoHotbar to detect and show ToolTip changes when they happen. For things like ā2 leftā when you use up one of your grenades for example.
Is there any way to disable the popup forcing the user to buy it randomly? It is scaring my players who do not know much about code and think they just got a glitched item which will get them banned, I have explained but you still shouldnāt force purchase popups in the middle of gameplay for my users.
There is no code within NeoHotbar that prompts users to make purchases. You can review the model and the source code on Github for keywords like āMarketplaceServiceā, āPromptPurchaseā, or ā15617827028ā (its asset id) to confirm this. Iād recommend checking your game for potentially unwanted code.
If youāre referring to the reviews on the NeoHotbar model, I was personally selling NeoHotbar within one of my games. But NeoHotbar itself does not attempt to make any sales to users.
Hey, Iām running into an issue using a custom hotbar customization which is the fact that it doesnāt enable the UI stroke on the tool when its equipped. I found out I could do :GetAttributeChangedSignal but I also realized the buttons ārefreshā when equipped so I cant turn the uistroke on a particular button on. What can I do?