Hello! I am making an adventure cardgame with AC. The first time that I used AC was 3 days ago, I've followed the 3D tutorial and read the inventory tutorial but I just don't understand how I can customize it completely. When pressing the "i" key, I want to open an inventory screen with all of the cards that you've got. The game only uses the keyboard.
Can someone help me with that?
Here is a screenshot of how I want it to look like:

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Welcome to the community, @chenoavw.
Create a new Input in Unity's Input Manager named e.g. ToggleInventory, and set its Positive button to i.
To have a Menu appear upon keypress, set its Appear type property to On Input Key. You'll then get a Toggle key field - set this to ToggleInventory (the input you created earlier), and the Menu should then toggle on/off when pressing the "i" key.
If you want the menu to be navigable with the keyboard, it's easiest to do the following:
For more on navigating AC menus with the keyboard, see the Manual's "Navigating menus directly" chapter.
For styling the menu, you're going to want to use Unity UI - as it offers much more control in the way a menu looks. Each item's slot should be a UI Button component - similar to this tutorial - but with different styling.
The list of cards on the left get mapped to an AC InventoryBox element, with each card being a separate item listed in AC's Inventory Manager.
Since your using Unity UI, it'll still be a case of using Unity's own components to get things to look right. I'd recommend getting the functionality working first, however, and focus on polishing the look of things once things behave properly.
To have the "selected" card appear as a bigger version on the right, you're going to need a bit of custom scripting. Essentially, you can add a RawImage component to your UI prefab (not linked to AC's Menu Manager), and then update it's texture to match the item selected on the left.
This script, attached to the RawImage gameobject, should handle it - just rename "InventoryBox" in the code to match the name of the AC InventoryBox elements that displays the cards on the left:
If you run into trouble, share some details/screenshots of what you have so far, and I can try to give more specific advice.
Thank you so much @ChrisIceBox for your reply!

I managed to make the Inventory system. The only thing that I miss is the Auto-select first visible Element? in the Menu's properties. I can't find it anywhere. Here's a screenshot of it. Nothing happens if I enable the Auto-select valid UI raycasts, maybe it's somewhere else?
The custom script works though!!
It's a property of the Menu itself - select your Inventory menu from the list of Menus and look for it there.
I still can't find it, can you post a screenshot of where it needs to be? Because I don't think that I'm at the right place.
Sure, here it is:
This is in the Inventory menu of the Menu Manager - not the Inventory Manager itself.
The Inventory Manager is where your various Inventory items are defined, but the Menu Manager is where your interface / menu settings are. If you've followed the tutorial, or opted to use the default interface when using AC's New Game Wizard, you should have a menu named "Inventory" in the list of menus in the Menu Manager.
Thank you so much @ChrisIceBox !! It works!
@ChrisIceBox , only one problem. If the inventory is empty, it still shows the bigger version of it but it's nothing. So if the selected card is equal to null it needs to not show the bigger version. How can I fix that?
You can assign an invisible texture to the RawImage component so that it's hidden by default, but it's also possible to hook into the OnMenuTurnOn event to just disable the component until is has a texture to show:
Thank you Chris! It works