Unity RPG Inventory Systems Asset Pack: Behind The Scenes
Unity RPG Inventory Systems Asset Pack: Behind The Scenes, available at $89.99, has an average rating of 4.6, with 66 lectures, based on 883 reviews, and has 12969 subscribers.
You will learn about Implement and lay out your inventory UI (user interface) so that the panels, buttons, slots and icons make sense. Use useful UI components like the Scroll View Asset and the Grid Layout Group to more easily structure your inventory UI. Use the drag-and-drop system so that players can pick up inventory items and move them to other slots, or drop them into the world. Use a pickup system with scriptable objects providing the data for specific inventory items. Use and modify the equipping system so that players can equip weapons and armor from their inventory. Interface between what the player sees in their inventory and what your backend system knows should be stored in the inventory. Use and modify a tooltip system that gives the player information about their inventory items. Make items stackable so that if a player has more than one of an item it only takes up one inventory slot and displays how many items have been stacked. Refactor your code so that when a new feature is added, it propagates to all areas of your project without breaking your game. Build a user interface mockup in Unity before your functionality is in place. This course is ideal for individuals who are This course is for intermediate Unity users who want to create their own Inventory System. or Our Complete Unity Developer course provides the perfect pre-requisite. It is particularly useful for This course is for intermediate Unity users who want to create their own Inventory System. or Our Complete Unity Developer course provides the perfect pre-requisite.
Enroll now: Unity RPG Inventory Systems Asset Pack: Behind The Scenes
Summary
Title: Unity RPG Inventory Systems Asset Pack: Behind The Scenes
Price: $89.99
Average Rating: 4.6
Number of Lectures: 66
Number of Published Lectures: 66
Number of Curriculum Items: 66
Number of Published Curriculum Objects: 66
Original Price: $84.99
Quality Status: approved
Status: Live
What You Will Learn
- Implement and lay out your inventory UI (user interface) so that the panels, buttons, slots and icons make sense.
- Use useful UI components like the Scroll View Asset and the Grid Layout Group to more easily structure your inventory UI.
- Use the drag-and-drop system so that players can pick up inventory items and move them to other slots, or drop them into the world.
- Use a pickup system with scriptable objects providing the data for specific inventory items.
- Use and modify the equipping system so that players can equip weapons and armor from their inventory.
- Interface between what the player sees in their inventory and what your backend system knows should be stored in the inventory.
- Use and modify a tooltip system that gives the player information about their inventory items.
- Make items stackable so that if a player has more than one of an item it only takes up one inventory slot and displays how many items have been stacked.
- Refactor your code so that when a new feature is added, it propagates to all areas of your project without breaking your game.
- Build a user interface mockup in Unity before your functionality is in place.
Who Should Attend
- This course is for intermediate Unity users who want to create their own Inventory System.
- Our Complete Unity Developer course provides the perfect pre-requisite.
Target Audiences
- This course is for intermediate Unity users who want to create their own Inventory System.
- Our Complete Unity Developer course provides the perfect pre-requisite.
Learn how to include an inventory system for any of your projects that require items to be picked up, dropped, moved and equipped!
This highly acclaimed series was over 200% funded on Kickstarter, and is designed for intermediate users of Unity. We recommend you take at least the first half of our Complete Unity Developer 2D or 3D, or equivalent, as a prerequisite.
This course is the second in our RPG series, you don’t need to have completed the first part of the RPG Series (the RPG Core Combat course) but it will give you an advantage if you already have.
By enrolling in this course you will have access to the completed Inventory system as an asset pack which you can import into your existing project. We will also take you step-by-step through the process of using, modifying, improving and understanding the code that drives the asset pack.
Please note, this course follows a different format. Rather than building the inventory system from scratch, line-by-line, we will provide you with our code and then explain how the code works so that you understand it fully. This is an approach that works well for folks who are already competent with Unity and C# and wanting to “get to the answer” more quickly.
Although this course is part of our RPG series, you can use the inventory system for any of your projects that require items to be picked up, dropped, moved and equipped.
In this course we will cover the following systems:
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The click-to-pickup and the runover-to-pickup systems
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The dropping system
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The tooltip overlay system
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The stackable item system
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The equipping system
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The saving and loading system
The course covers many advanced programming principles and goes into great depth to discuss good code architecture practices. We cover Interfaces, Virtual Methods, the debugging tool and many more things that aren’t covered in our beginner courses.
You will have access to a course forum where you can discuss topics on a course-wide basis, or down to the individual video. Get plugged into our communities of amazing developers on Facebook (nearly 20k), in our own TA-curated Community (17k views/day), and our student chat group (10k live at any one time). Check out our reviews to see how people love this feature.
Building an RPG is an amazing way to level-up your game development skills, so why not join us and get started improving your game development right now?
Course Curriculum
Chapter 1: Intro & Setup
Lecture 1: Welcome To The Course
Lecture 2: Architectural Overview: Recap
Lecture 3: Which Unity Version?
Lecture 4: What Are We Creating?
Lecture 5: How To Follow This Course
Lecture 6: Get The Project
Lecture 7: The START HERE Commit
Lecture 8: Questions & Getting Support
Lecture 9: Asset Partners & Licenses
Chapter 2: Adding UI
Lecture 1: Unity UI Primer
Lecture 2: Show & Hide Panels
Lecture 3: Placing & Slicing UI Assets
Lecture 4: The Scroll View Asset
Lecture 5: The Grid Layout Group
Lecture 6: Drag & Drop Scripts
Lecture 7: Overview Of Interfaces
Lecture 8: More Dragging & Dropping
Lecture 9: Drag & Drop Challenge
Chapter 3: Inventory Backing Store
Lecture 1: Inventory Script Introduction
Lecture 2: Inventory Scriptable Objects
Lecture 3: Understanding Inventory.cs
Lecture 4: InventorySlotUI.cs Changes
Lecture 5: Using The Debugger Tool
Lecture 6: Inventory Directory Structure
Lecture 7: Item ID Explained
Lecture 8: GetFromID()
Lecture 9: Using Redraw()
Chapter 4: Saving & Loading System
Lecture 1: Saving System Overview
Lecture 2: Inventory System Saving
Chapter 5: Pickup System
Lecture 1: Pickup Architecture Overiew
Lecture 2: Spawning Pickups
Lecture 3: Pickup Spawner
Lecture 4: Clickable & Run-over Pickups
Chapter 6: Drop System
Lecture 1: Drop System Architecture
Lecture 2: Using ItemDropper.cs
Lecture 3: Integrate Dragging With Dropping
Chapter 7: Tooltips
Lecture 1: Virtual Methods Overview
Lecture 2: Tooltips Architecture
Lecture 3: Tooltip Prefab
Lecture 4: Tooltip Spawner
Chapter 8: Stackable Items
Lecture 1: Stackable Items Overview
Lecture 2: Refactor Overview
Lecture 3: Adding and Removing Stackables
Lecture 4: Stacking UI
Lecture 5: Finding An Existing Stack
Lecture 6: Saving Stacked Drops
Lecture 7: Saving Stackable Inventory
Chapter 9: Equipment System
Lecture 1: Equipment system Overview
Lecture 2: Mock Equipment UI
Lecture 3: Mock Equipment Dragging
Lecture 4: Equipment Component
Lecture 5: Equipment Saving
Chapter 10: Action System
Lecture 1: Action System Overview
Lecture 2: Consumable Items
Chapter 11: Integration
Lecture 1: Integration Introduction
Lecture 2: Integrating Pickups
Lecture 3: UI Beautification
Lecture 4: Blocking Input While Dragging
Lecture 5: Fighter And Equipment
Lecture 6: Equipable Stats Modifiers
Lecture 7: Random Enemy Drops
Lecture 8: Randomise Drops By Enemy Level
Lecture 9: Fixing A Saving Bug
Lecture 10: ItemDropper Saving Bug
Lecture 11: Course Wrap Up
Chapter 12: Continuing Your GameDev Journey
Lecture 1: Bonus Lecture
Instructors
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GameDev.tv Team
Learn to Make and Sell Games -
Rick Davidson
Helped More Than 1 Million Students To Create & Grow
Rating Distribution
- 1 stars: 26 votes
- 2 stars: 36 votes
- 3 stars: 85 votes
- 4 stars: 222 votes
- 5 stars: 514 votes
Frequently Asked Questions
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You can view and review the lecture materials indefinitely, like an on-demand channel.
Can I take my courses with me wherever I go?
Definitely! If you have an internet connection, courses on Udemy are available on any device at any time. If you don’t have an internet connection, some instructors also let their students download course lectures. That’s up to the instructor though, so make sure you get on their good side!
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