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    Learn To Develop An Inventory System In Unity 6 & Blender

    Posted By: ELK1nG
    Learn To Develop An Inventory System In Unity 6 & Blender

    Learn To Develop An Inventory System In Unity 6 & Blender
    Published 11/2024
    MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
    Language: English | Size: 15.29 GB | Duration: 15h 48m

    Crafting an Inventory System with Unity 6 & Blender: ScriptableObjects, 3D Assets, and Interactive UI Design

    What you'll learn

    Understand and implement an organized inventory system using Unity 6, complete with item categories and a custom editor.

    Model and texture Viking-themed 3D items in Blender, importing them seamlessly into Unity.

    Develop skills to link inventory items to interactive game objects, adding physics and realism to dropped items.

    Design an intuitive and visually engaging inventory UI with tabs, toggles, scrollviews, and a 3D preview display.

    Requirements

    Basic Knowledge of Unity: Familiarity with the Unity editor, basic object placement, and navigation.

    Fundamental C# Skills: Understanding of C# scripting concepts like variables, methods, and classes in Unity.

    Basic Experience with Blender: Some experience using Blender for 3D modeling, such as manipulating objects, applying textures, and exporting assets.

    Unity 6 Installed: A setup with Unity 6, as this course will cover features and settings specific to this version.

    Desire to Learn and Create: Enthusiasm for learning and building a custom game inventory system in a Viking-inspired setting.

    Description

    Have you ever wanted to design a game inventory system that’s more than just a simple item list? Are you a programmer or artist wanting to blend code and 3D art to create an interactive and immersive Viking-themed inventory? Then this course is for you! In it, you’ll explore both coding and art creation, giving you the skills to build a professional-grade inventory system that can be adapted to any game project.In this course, Penny and Mike combine their expertise in Unity and Blender to teach you the essential skills for designing, programming, and modeling an immersive inventory system. You’ll benefit from their years of industry experience with detailed explanations and hands-on projects that cover every aspect of development.This course offers over 15 hours of hands-on content, guiding you through the creation of a functional inventory system with Unity 6 and Blender.We’ll start by laying a solid foundation with Unity setup and essential 3D modeling skills, then dive deep into creating a full-featured inventory system—from item data storage and UI design to interactive item management and 3D previews.In this course, you will:     1) Build a fully interactive inventory system in Unity       2) Model and texture 3D assets in Blender for use in games       3) Implement custom editor scripts and UI elements in Unity       4) Combine all the elements in a third-person 3D game environmentThe course is broken into two main parts, which can be taken individually or as a complete learning journey:Part AIn Part A, learn how to program and structure the Inventory System in Unity 6, covering:Setting up Unity and Using ScriptableObjects    Efficiently organize item data using ScriptableObjects for maximum flexibility.Item Categorization and Custom Editors    Use enums to create item categories and develop a custom editor for managing inventory items with ease.Adding, Removing, and Stacking Items   Program functions to add, remove, and stack items, ensuring a smooth player experience.Inventory Interactions and Testing    Design tests to validate inventory behavior, with runtime testing functions for quick prototyping.Setting up the Unity Input System    Add custom input actions for interacting with the inventory, such as item dropping and equipping.Part BIn Part B, learn how to design and integrate 3D items with Blender, covering:Scope and SpecificationUnderstanding the goals and scope of any project is critical to succeeding. and when it comes to realistic models managing the potential for scope creep is important.Making The Low Poly AssetsModels have to start somewhere, and making low poly assets allows us to focus on the basics of good topology and form.Sculpting DetailsSculpting is a fantastic way of adding detail to any model, taking them from basic to unique assets.Preparing For TexturingUnderstand the texturing process and unwrapping your models is much easier than you think!Texturing ModelsFlat models are boring, creating PBR textures bring your models to life.Baking TexturesGames require optimised assets, we'll generate high-quality texture maps to apply to your assets takin models with over 100,000 polygons down to a model in the 1000s without compromising on quality.What students are saying about Penny and Mike's other courses:This course was incredibly thorough! Penny’s clear explanations combined with Mike’s art direction really made complex concepts accessible.I’ve been using Unity for a few years, but this course gave me new insights into both coding and art integration. The inventory system I built has become the foundation of my latest game!I can’t recommend this course enough. It’s perfect if you want to get hands-on with Unity and Blender—everything was so well structured, I felt like I was building a real project from start to finish!

    Overview

    Section 1: Introduction

    Lecture 1 Welcome

    Lecture 2 Join the H3D Social Community

    Lecture 3 FAQs

    Section 2: Section 2: Basic Inventory Algorithms and Data Structures

    Lecture 4 An Inventory System Overview

    Lecture 5 Getting Started with the Unity Package

    Lecture 6 Item Data Structures with Scriptable Objects

    Lecture 7 Creating Scriptable Object Assets for Inventory Items

    Lecture 8 Building an Inventory System

    Lecture 9 Adding Items to the Inventory

    Lecture 10 Managing the Item Adding Process

    Lecture 11 Testing the Item Adding Process

    Lecture 12 Writing a Custom Editor to View the Inventory Part 1

    Lecture 13 Writing a Custom Editor to View the Inventory Part 2

    Lecture 14 Writing a Custom Editor to View the Inventory Part 3

    Lecture 15 Removing an Item from the Inventory

    Section 3: Section 3: Player Interaction with the Inventory

    Lecture 16 Making Pickup Items

    Lecture 17 Adding Picked Up Items to the Inventory

    Lecture 18 Managing Bundle Pickups

    Lecture 19 Dropping Items Input Setup

    Lecture 20 Dropping Items from the Inventory

    Lecture 21 Handling Multiple Item Drops

    Lecture 22 Placing Items back into the World Part 1

    Lecture 23 Placing Items back into the World Part 2

    Lecture 24 Adding Physics to Dropped Items

    Lecture 25 Aligning Dropped Numbers to Inventory Numbers

    Lecture 26 Adjusting the Physics on Dropped Items

    Section 4: Section 4: Building a UI

    Lecture 27 Inventory System UI Design

    Lecture 28 Setting up the UI Elements

    Lecture 29 Laying out the Inventory UI

    Lecture 30 UI Resizing Controls UI

    Lecture 31 Creating a 3D Preview UI Window

    Lecture 32 Tab Controls for Item Type Selection

    Lecture 33 Working with Toggle Group Controls Part 1

    Lecture 34 Working with Toggle Group Controls Part 2

    Lecture 35 Detecting Toggle Selection

    Lecture 36 Adding a Scrollbar View for Displaying Items

    Lecture 37 Designing a Prefab for Inventory Item Display

    Lecture 38 Instantiating Inventory Item Buttons

    Lecture 39 Sorting Inventory Items into Tab Categories

    Lecture 40 Displaying Item Previews in 3D Part 1

    Lecture 41 Displaying Item Previews in 3D Part 2

    Lecture 42 Displaying Item Previews in 3D Part 3

    Section 5: Section 5. Hooking up the UI Inventory to the Player Inventory

    Lecture 43 Opening and Closing the Inventory

    Lecture 44 Freeing the Mouse

    Lecture 45 Adding Picked Up Items to the Inventory UI

    Lecture 46 A Better Way to Open and Close the Inventory

    Lecture 47 Synchronising Picked up Items to Tab Categories

    Lecture 48 Managing the Visual Display of Item Counts

    Lecture 49 Dropping Selected Items

    Lecture 50 Dropping Items back into the World

    Lecture 51 Specifying Item Drop Numbers

    Lecture 52 Customisation Challenge

    Lecture 53 Adding a New Item Challenge

    Section 6: Scope And Specification

    Lecture 54 Project Goal

    Lecture 55 Scope Of Work

    Lecture 56 Gather Source Material

    Lecture 57 Other Recommended Software

    Section 7: Basic Modelling Setup

    Lecture 58 Are You An Absolute Beginner in Blender

    Lecture 59 Importing Reference Images

    Lecture 60 Workflow Choices and Q&A

    Section 8: The Potion Vial (Simple)

    Lecture 61 Basic Mesh Modelling

    Lecture 62 Basic Parametric Modelling

    Lecture 63 Export Settings Check And Fixes

    Lecture 64 Basic Material Check

    Lecture 65 More Parametric Modelling

    Lecture 66 Adding Details And Unity Test

    Section 9: The Shield (Basic)

    Lecture 67 Multi Object Approach

    Lecture 68 Defining Materials Early

    Lecture 69 Sorting Out Details

    Lecture 70 Radial Arrays And Drivers

    Section 10: The Sword (Basic)

    Lecture 71 Multi Object Approach 2

    Lecture 72 Adding Form

    Lecture 73 Finalising The Base Mesh

    Lecture 74 Materials and Test

    Section 11: The Axe (Intermediate)

    Lecture 75 Blocking Out The Axe With Reference

    Lecture 76 Planning The Topology

    Lecture 77 Filling In The Topology

    Lecture 78 Smoothing The Geometry

    Lecture 79 Adding Depth

    Lecture 80 Checking Everything In Unity

    Section 12: Sculpting Our Details

    Lecture 81 Setting Up For Scupting

    Lecture 82 Do I Need Special Hardware

    Lecture 83 Optimising Our Mesh

    Lecture 84 Warning - Pitfalls Of Dynotopo

    Lecture 85 Basic Scupting Techniques

    Lecture 86 Masking

    Lecture 87 Changing Stroke Type

    Lecture 88 Using A Mask To Add Detail

    Lecture 89 Using A Textured Brush

    Lecture 90 Adding Finer Detail Challenge

    Section 13: Preparing For Texturing

    Lecture 91 What is a Texture

    Lecture 92 What is Unwrapping

    Lecture 93 WARNING Make Sure You Are Happy With Your Model

    Lecture 94 Smart UV Unwrapping

    Lecture 95 Manually Unwrapping

    Lecture 96 UV Test Patterns

    Section 14: Texturing Models

    Lecture 97 Where to Find Textures

    Lecture 98 Using Existing Project Textures

    Lecture 99 Creating Our First Texture

    Section 15: Baking Textures

    Lecture 100 Baking A Diffuse Texture

    Lecture 101 Roughness Baking

    Lecture 102 Metallic Baking

    Lecture 103 Combining Maps

    Lecture 104 Normal Baking

    Lecture 105 Baking Ambient Occlusion

    Lecture 106 Final Export

    Section 16: Final Words

    Lecture 107 Final Words from Penny

    Lecture 108 Final Words from Mike

    Beginner to Intermediate Unity and Blender Users: Those with some experience in Unity or Blender who want to deepen their skills in game development and 3D asset creation.,Aspiring Game Developers: Anyone looking to build a professional inventory system from scratch, ideal for projects in fantasy or Viking-themed games.,3D Artists Expanding into Game Design: Artists who are comfortable modeling in Blender and want to integrate their assets into an interactive game environment.,Programmers Interested in Game Mechanics: Coders eager to understand how to structure, manage, and visualize game inventory systems.,Indie Developers and Hobbyists: Individuals or small teams looking to enhance their game projects with a fully functional and visually polished inventory system.