diff --git a/Assets/Scene.unity b/Assets/Scene.unity
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index 0000000..86b61b0
--- /dev/null
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diff --git a/Assets/Scene.unity.meta b/Assets/Scene.unity.meta
new file mode 100644
index 0000000..1cce305
--- /dev/null
+++ b/Assets/Scene.unity.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/Scripts/ButtonEventHandler.cs b/Assets/Scripts/ButtonEventHandler.cs
new file mode 100644
index 0000000..8e3f26e
--- /dev/null
+++ b/Assets/Scripts/ButtonEventHandler.cs
@@ -0,0 +1,10 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ButtonEventHandler : MonoBehaviour
+{
+
+    [SerializeField] UI_Inventory inventory;
+
+}
diff --git a/Assets/Scripts/ButtonEventHandler.cs.meta b/Assets/Scripts/ButtonEventHandler.cs.meta
new file mode 100644
index 0000000..8f6bbcb
--- /dev/null
+++ b/Assets/Scripts/ButtonEventHandler.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Identity.cs b/Assets/Scripts/Identity.cs
new file mode 100644
index 0000000..6566834
--- /dev/null
+++ b/Assets/Scripts/Identity.cs
@@ -0,0 +1,8 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Identity : MonoBehaviour
+{
+    public int index;
+}
diff --git a/Assets/Scripts/Identity.cs.meta b/Assets/Scripts/Identity.cs.meta
new file mode 100644
index 0000000..98d885e
--- /dev/null
+++ b/Assets/Scripts/Identity.cs.meta
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diff --git a/Assets/Scripts/Inventory.meta b/Assets/Scripts/Inventory.meta
new file mode 100644
index 0000000..1c64f9c
--- /dev/null
+++ b/Assets/Scripts/Inventory.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/Inventory/FoodItem.cs b/Assets/Scripts/Inventory/FoodItem.cs
new file mode 100644
index 0000000..ef65e4c
--- /dev/null
+++ b/Assets/Scripts/Inventory/FoodItem.cs
@@ -0,0 +1,10 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+[CreateAssetMenu(fileName = "FoodItem", menuName = "Items/FoodItem", order = 2)]
+public class FoodItem : Item
+{
+    public int health;
+    public int water;
+    public int regeneration;
+}
diff --git a/Assets/Scripts/Inventory/FoodItem.cs.meta b/Assets/Scripts/Inventory/FoodItem.cs.meta
new file mode 100644
index 0000000..948f09e
--- /dev/null
+++ b/Assets/Scripts/Inventory/FoodItem.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Inventory/Inventory.cs b/Assets/Scripts/Inventory/Inventory.cs
new file mode 100644
index 0000000..c3626c6
--- /dev/null
+++ b/Assets/Scripts/Inventory/Inventory.cs
@@ -0,0 +1,145 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Inventory : MonoBehaviour
+{
+    /// 
+    /// -------------------------------------------------------------------------------///
+    /// 
+    /// Inventory holds a list of Slots where Items can be added.
+    ///
+    ///[IMPORTANT]
+    /// !!createEmptyInventory(int numberOfSlots, int maxSpaceOfSlots) : Has to be called after the Inventory has been initialized!!
+    ///
+    ///[Methods]
+    /// getInventory() : Gets the list of Slots.
+    /// addItemAt(int index, Item itemType,int count) : Adds a number (count) of items of type itemType (itemType) to an item slot(index).
+    /// removeItemAt(int index, int count) : Removes a number of items (count)  from a specific slot (index).
+    /// addInventorySlots(int numberOfSlots, int maxSpaceOfSlots = 10)
+    /// 
+    /// -------------------------------------------------------------------------------///
+    /// 
+
+
+    public delegate void OnItemChanged();
+    public OnItemChanged onItemChangedCallback; // 
+
+    List inventory = new List();
+
+    public List getInventory { get => inventory;}
+    public void createEmptyInventory(int numberOfSlots, int maxSpaceOfSlots = 10) 
+    {
+        // Initializes the inventory with a specific number of slots and slotsize.
+        // !!!Has to be called bevore adding any items!!!
+        // Example createEmptyInventory(5, 10) : 5 Slots with space for 10 items each
+        inventory = new List();
+        for (int i = 0; i < numberOfSlots; i++)
+        {
+            inventory.Add(new Slot(maxSpaceOfSlots));
+        }
+        if (onItemChangedCallback != null)
+            onItemChangedCallback.Invoke();
+    }
+    public void addInventorySlots(int numberOfSlots, int maxSpaceOfSlots = 10)
+    {
+        // Adds a specific number of slots and slotsize to the inventory.
+        // Example addInventorySlots(5, 10) : Adds 5 Slots with space for 10 items each
+        for (int i = 0; i < numberOfSlots; i++)
+        {
+            inventory.Add(new Slot(maxSpaceOfSlots));
+        }
+        if (onItemChangedCallback != null)
+            onItemChangedCallback.Invoke();
+    }
+    public int addItemAt(int index, Item itemType,int count) 
+    {
+        // Adds a number (count = 7) of items of type itemType (itemType = Stone) to an item slot(index = 3).
+        //Returns the number of items that could not be added because of unsufficent space in the specefied slot
+        //or Return -1 if the index is out of bound or the item slot is already filled with a different itemType.
+        //
+        // Example inventory.addItemAt(3,Stone,7);
+
+        if (indexIsInRange(index) && (inventory[index].ItemType == null || inventory[index].ItemType.id == itemType.id))
+        {
+            if (inventory[index].ItemType == null) 
+            {
+                inventory[index].ItemType = Instantiate(itemType); // Set the itemType if the slot was empty.
+            }
+
+            if (inventory[index].MaxItems == inventory[index].Count) 
+            {
+
+                if (onItemChangedCallback != null)
+                    onItemChangedCallback.Invoke();
+                return count; // Can't add any items if the slot is full.
+            }
+            else if (inventory[index].MaxItems >= inventory[index].Count + count)
+            {
+                inventory[index].addItem(count); // Adds all items if there is enought space.
+                if(onItemChangedCallback != null)
+                    onItemChangedCallback.Invoke();
+                return 0;
+            } else 
+            {
+                int rest = count - inventory[index].MaxItems - inventory[index].Count;
+                inventory[index].addItem(inventory[index].MaxItems - inventory[index].Count); // Adds the number of items until the slot is full and returns the number of items that didn't fit.
+                if (onItemChangedCallback != null)
+                    onItemChangedCallback.Invoke();
+                return rest;
+            }
+        }
+        else 
+        {
+            
+            return -1;//Wrong item or index not in range.
+        }
+    }
+    public int removeItemAt(int index, int count)
+    {
+        // Removes a number of items (count = 5)  from a specific slot (index = 4).
+        // Example inventory.removeItemAt(4,5)
+        if (indexIsInRange(index))
+        {
+            if (inventory[index].ItemType == null)
+            {
+                return count;// Can't remove any items if the slot is empty.
+            }
+            else if (inventory[index].Count > count)
+            {
+                inventory[index].removeItem(count);// Removes the number of items if there are more or equal items in the slot.
+                return 0;
+            }
+            else if (inventory[index].Count <= count)
+            {
+                int rest = count - inventory[index].Count;
+                inventory[index].Count = 0; // Removes all the items from the slot  and returns the number of items that could not be removed.
+                inventory[index].ItemType = null; // When the slot is empty the itemType can also be removed.
+                return rest;
+            }
+            else 
+            {
+                return -1; // Something went wrong (you should never end up in here).
+            }
+            
+        }
+        else
+        {
+            return -1;//Index not in range.
+        }
+    }
+    private bool indexIsInRange(int index)
+    {
+        // Returns true if a given index is in the bounds of the inventory.
+        // Example (maxSize = 10) index = -10 : false , index =  100: false, index = 7 : true 
+
+        if (index < inventory.Count && index >= 0)
+        {
+            return true;
+        }
+        else
+        {
+            return false;
+        }
+    }
+}
diff --git a/Assets/Scripts/Inventory/Inventory.cs.meta b/Assets/Scripts/Inventory/Inventory.cs.meta
new file mode 100644
index 0000000..8e85ac9
--- /dev/null
+++ b/Assets/Scripts/Inventory/Inventory.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Inventory/InventoryController.cs b/Assets/Scripts/Inventory/InventoryController.cs
new file mode 100644
index 0000000..2925274
--- /dev/null
+++ b/Assets/Scripts/Inventory/InventoryController.cs
@@ -0,0 +1,39 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class InventoryController : MonoBehaviour
+{
+    [SerializeField] Item item1;// not needed
+    [SerializeField] Item item2;// not needed
+    public Inventory inventory;
+    [SerializeField] UI_Inventory uiInventory;
+    private void Awake()
+    {
+        inventory = transform.GetComponent();
+        inventory.createEmptyInventory(8,10);
+        
+        inventory.addItemAt(0, item1, 8);
+        inventory.addItemAt(0, item1, 1);
+        inventory.addItemAt(3, item2, 15);
+        inventory.addItemAt(4, item1, 3);
+
+        /*
+        Debug.Log(inventory.addItemAt(0, item2, 15));
+        Debug.Log(inventory.getInventory[0].Count);
+        Debug.Log(inventory.removeItemAt(0, 10));
+        Debug.Log(inventory.getInventory[0].Count);
+        */ 
+        uiInventory.setInventory(inventory);
+    }
+    void Start()
+    {
+
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+
+    }
+}
diff --git a/Assets/Scripts/Inventory/InventoryController.cs.meta b/Assets/Scripts/Inventory/InventoryController.cs.meta
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index 0000000..4eccd65
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diff --git a/Assets/Scripts/Inventory/Item.cs b/Assets/Scripts/Inventory/Item.cs
new file mode 100644
index 0000000..66753d1
--- /dev/null
+++ b/Assets/Scripts/Inventory/Item.cs
@@ -0,0 +1,12 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+[CreateAssetMenu(fileName = "Item", menuName = "Items/Item", order = 1)]
+public class Item : ScriptableObject
+{
+    public new string name;
+    public int id;
+    public bool isStackable;
+    public Sprite sprite;
+}
diff --git a/Assets/Scripts/Inventory/Item.cs.meta b/Assets/Scripts/Inventory/Item.cs.meta
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diff --git a/Assets/Scripts/Inventory/ItemAtlas.cs b/Assets/Scripts/Inventory/ItemAtlas.cs
new file mode 100644
index 0000000..44e5ba4
--- /dev/null
+++ b/Assets/Scripts/Inventory/ItemAtlas.cs
@@ -0,0 +1,19 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ItemAtlas : MonoBehaviour
+{
+    public static ItemAtlas Instance { get; private set; }
+
+    private void Awake()
+    {
+        Instance = this;
+    }
+    enum ItemTypes {
+    STONE,TOMATO
+    
+    }
+    public Sprite stoneSprite;
+    public Sprite woodSprite;
+}
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diff --git a/Assets/Scripts/Inventory/Slot.cs b/Assets/Scripts/Inventory/Slot.cs
new file mode 100644
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--- /dev/null
+++ b/Assets/Scripts/Inventory/Slot.cs
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+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Slot
+{
+    /// 
+    /// Holds an itemType the number of items and the number of maxItems
+    /// this has no logic so everything has to be done from the outside
+    /// [Get/Set]
+    /// ItemType
+    /// Count
+    /// MaxItems
+    /// [Methods]
+    /// void addItem(int count = 1)
+    /// void removeItem(int count = 1) 
+    /// void clear()
+    /// 
+
+    Item item;
+    int maxItems = 1;
+    int count = 0;
+    public Item ItemType { get => item; set => item = value; }
+    public int Count { get => count; set => count = value; }
+    public int MaxItems { get => maxItems; set => maxItems = value; }
+    public Slot(int maxItems = 1)
+    {
+        item = null;
+        this.maxItems = maxItems;
+    }
+    public void addItem(int count = 1)
+    {
+        // adds any number of items to the slot will also go over the max items
+        this.count += count;
+    }
+    public void removeItem(int count = 1) 
+    {
+        // removes any number of items from the slot will also go negative 
+        this.count -= count;
+    }
+    public void clear()
+    {
+        item = null;
+        count = 0;
+    }
+    public Slot copy() 
+    {
+        Slot slot = new Slot(maxItems);
+        slot.count = count;
+        slot.ItemType = ItemType;
+
+        return slot;
+    }
+}
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diff --git a/Assets/Scripts/Inventory/UI_Inventory.cs b/Assets/Scripts/Inventory/UI_Inventory.cs
new file mode 100644
index 0000000..2172cb8
--- /dev/null
+++ b/Assets/Scripts/Inventory/UI_Inventory.cs
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+using System.Collections;
+using System.Collections.Generic;
+using TMPro;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class UI_Inventory : MonoBehaviour
+{
+    Inventory playerInventory;
+    public Transform inventoryContainer;
+    public Transform itemSlotTemplate;
+    private RectTransform[] UIItemSlots;
+    private Button[] buttons;
+    private Slot pickedItem = new Slot();
+    private RectTransform pickedItemSlot;
+    private void Awake()
+    {
+        //itemSlotTemplate = inventoryContainer.Find("containerTemplate");
+        pickedItemSlot = Instantiate(itemSlotTemplate, this.transform).GetComponent();
+    }
+
+    void pickItem(int index) 
+    {
+        pickedItem = playerInventory.getInventory[index].copy();
+        playerInventory.getInventory[index].clear();
+        UIItemSlots[index].GetChild(0).Find("Icon").gameObject.SetActive(false);
+    }
+    void placeItem() 
+    {
+    
+    }
+    public void buttonEvent(int index) 
+    {
+        if (pickedItem.ItemType == null && playerInventory.getInventory[index].ItemType != null)
+        {
+            pickItem(index);
+        }
+        else
+        {
+            if (pickedItem.ItemType != null) 
+            {
+                int rest = playerInventory.addItemAt(index, pickedItem.ItemType, pickedItem.Count);
+                if (rest == 0)
+                {
+                    pickedItem.clear();
+                }
+                else
+                {
+                    pickedItem.Count = rest;
+                }
+                //placeItem(index);
+            }
+
+        }
+        
+        //Debug.Log("button " + index + " has been pressed!");
+    }
+    public void setInventory(Inventory inventory) 
+    {
+        playerInventory = inventory;
+        inventory.onItemChangedCallback += updateInventory;
+        updateInventory();
+    }
+    private void Update()
+    {
+        //buttons[index] = itemSlotRectTransform.Find("Button").GetComponent