I don't need anything fancy, just a basic skeleton, but I honestly am very stumped on how to do this. My best attempt was setting each item in the game as a number variable, and assigning different objects in the game to add an amount to a specific value upon being "collected". There was a roughly made crafting system, in which each craftable item then had its own button. One might be able to already tell that what I was doing was a total mess, especially if one considers that I had a lot of different items in the game (for crafting or to craft, for equipping, for using, etc).
PS: I am aware that there are assets on the asset lib which are inventory systems, but a lot of my games require slightly different inventory systems. Examples of less common inventory systems, at least from what I've seen, would be things like the unlimited inventory space system, as the game might be an adventure game and is less focused on collectibles, or another example, a more strategic game may require crafting and perhaps a weight-based limit on how many items you can carry, rather than inventory spaces. Still other inventory systems would limit you based on how many spaces you have, but gives you more after finding/crafting something to carry more items in.