Overview
- Latest version
- 1.7.4
- Minecraft
- 26.x
- Platforms
- Spigot, Paper, Folia, Purpur, Velocity, BungeeCord
- Minimum Java version
- 25+
This article was written for 1.7.0. The latest stable release is 1.7.4; use the current requirements above.
Overview
This guide covers InventorySync PRO 1.7.0: shared profiles, staff editors, data storage and the optional proxy bridge. You will find the requirements under Installation.
What follows the player
Keep the right inventories together
EnderChest and XP can follow these same groups. Turn either off if you only want to synchronize inventories.
PER_GROUP priority:
Local, offline and remote players
For an online player, staff tools request current data from the backend that owns the active session. For an offline player, they read saved database data. Without a profile argument, offline operations choose the latest saved profile for that data type. Names enter the shared directory when players join; use a UUID if an older offline name cannot be resolved.
Remote operations and shared inventories require MySQL on the participating backends. Current
Using the inventory editors
Click an item in your own inventory to select a copy. Left-click a target slot to place it; right-click to clear it. Inventory editing includes storage, hotbar, armor and off-hand slots, and preserves the selected hotbar slot. These are administrator tools, so copying an item does not remove it from your inventory.
An open GUI is a snapshot, not an automatically refreshing live view. Save validates the current session, profile, permissions and original data. If a player or another administrator changes the data, refresh and prepare the edit again. After a timeout or uncertain save, verify current data before repeating an action.
First joins and new profiles
On join, if no saved profile exists, the current player data is used as the starting state. When changing worlds into a different unsaved profile, the previous profile is saved and missing inventory, enabled EnderChest and enabled XP data start empty. Moving between worlds mapped to the same profile does not switch inventories.
Checks around saves and transfers
Player interaction is protected while data loads or profiles change. In a network, session ownership coordinates which backend may save a player, and old editor drafts are rejected when the original data has changed. These protections reduce common rollback and duplication risks; regular backups remain part of running the server.
This guide covers InventorySync PRO 1.7.0: shared profiles, staff editors, data storage and the optional proxy bridge. You will find the requirements under Installation.
What follows the player
- Inventory – Main storage, hotbar, armor, off-hand item and the selected hotbar slot.
- EnderChest – Contents follow the selected profile when EnderChest synchronization is enabled.
- Experience – Level, XP bar progress and total points, with optional synchronization and administration tools.
Keep the right inventories together
- GLOBAL – One shared profile named
globalacross participating worlds and servers.
- PER_WORLD – Separate profiles based on world names. Matching normalized world names on connected servers share a profile.
- PER_GROUP – Choose which servers or worlds belong together. Survival-1 and Survival-2 can share items while Lobby and SkyBlock stay separate.
EnderChest and XP can follow these same groups. Turn either off if you only want to synchronize inventories.
PER_GROUP priority:
group-by-server → group-by-world → group-default. A server mapping covers all worlds on that backend. Omit that backend from the server map to split its worlds. Use simple lowercase profile names such as survival; unsupported characters are normalized. Staff commands take the base profile name, without internal EnderChest/XP suffixes.Local, offline and remote players
For an online player, staff tools request current data from the backend that owns the active session. For an offline player, they read saved database data. Without a profile argument, offline operations choose the latest saved profile for that data type. Names enter the shared directory when players join; use a UUID if an older offline name cannot be resolved.
Remote operations and shared inventories require MySQL on the participating backends. Current
/invsee, /endersee and /xpsee requests use the database and work without enabling the optional proxy bridge. Disabling EnderChest or XP synchronization also disables the corresponding staff command.Using the inventory editors
Click an item in your own inventory to select a copy. Left-click a target slot to place it; right-click to clear it. Inventory editing includes storage, hotbar, armor and off-hand slots, and preserves the selected hotbar slot. These are administrator tools, so copying an item does not remove it from your inventory.
- Save – Applies the draft after permission and conflict checks.
- Refresh – Discards the draft and loads current player data.
- Cancel or close – Leaves unsaved changes unapplied.
An open GUI is a snapshot, not an automatically refreshing live view. Save validates the current session, profile, permissions and original data. If a player or another administrator changes the data, refresh and prepare the edit again. After a timeout or uncertain save, verify current data before repeating an action.
First joins and new profiles
On join, if no saved profile exists, the current player data is used as the starting state. When changing worlds into a different unsaved profile, the previous profile is saved and missing inventory, enabled EnderChest and enabled XP data start empty. Moving between worlds mapped to the same profile does not switch inventories.
Checks around saves and transfers
Player interaction is protected while data loads or profiles change. In a network, session ownership coordinates which backend may save a player, and old editor drafts are rejected when the original data has changed. These protections reduce common rollback and duplication risks; regular backups remain part of running the server.
