Uploaded September 2018 | Updated September 2026, 1 week ago
We make a series of improvements and fix a few long standing issues such as tooltips not hiding when the inventory is closed, removing the need for custom script execution order, and more.
Tutorial series on how to make an inventory system in Unity, using C# and the Unity UI.
βΊ Next Video (Part 15.5): youtu.be/3BE92NuWD30
β Previous Video (Part 14.5): youtu.be/ZXRSCKIDCkE
βΊ Items & Inventory Playlist: youtube.com/playlist?list=PLm7W8dbdfloj4CWX8RS5_cnDWVn1Q6u9Q
βΊ Character Stats Playlist: youtube.com/playlist?list=PLm7W8dbdflohqccuwJxjYRKuDUnk131XO
πΎ Source Code: bitbucket.org/kryzarel/items-inventory-tutorial
π¬ Discord Server: discord.gg/98YSpu2
Resources:
β Download UI: mediafire.com/file/01vybzy7rkj48y5/Inventory_and_Stats_UI.7z
β Download Icons: opengameart.org/content/fantasy-icon-pack-by-ravenmore-0
In this tutorial series we learn how to implement an inventory system and items in Unity, typical of an RPG: With items, tooltips, equipping items by right click or drag and drop and applying stats to your character.
We'll try to maintain a clean code architecture, with minimal dependencies between classes. The SOLID set of principles is a good thing to keep in mind.
Items are made using ScriptableObjects. Classes are linked together using C# events. And we'll learn the intricacies of Unity's UI components such as Layout Group, Layout Element, Content Size Fitter, Text, Image, and more.
β SOLID principles: en.wikipedia.org/wiki/SOLID_%28object-oriented_design%29
β SOLID Unity keynote: youtube.com/watch?v=eIf3-aDTOOA
β Introduction to Scriptable Objects: unity3d.com/learn/tutorials/modules/beginner/live-training-archive/scriptable-objects
Music by TeknoAXE
Burnt to a Crisp - youtube.com/watch?v=7RJQTOGcK14
We make a series of improvements and fix a few long standing issues such as tooltips not hiding when the inventory is closed, removing the need for custom script execution order, and more.
Tutorial series on how to make an inventory system in Unity, using C# and the Unity UI.
βΊ Next Video (Part 15.5): youtu.be/3BE92NuWD30
β Previous Video (Part 14.5): youtu.be/ZXRSCKIDCkE
βΊ Items & Inventory Playlist: youtube.com/playlist?list=PLm7W8dbdfloj4CWX8RS5_cnDWVn1Q6u9Q
βΊ Character Stats Playlist: youtube.com/playlist?list=PLm7W8dbdflohqccuwJxjYRKuDUnk131XO
πΎ Source Code: bitbucket.org/kryzarel/items-inventory-tutorial
π¬ Discord Server: discord.gg/98YSpu2
Resources:
β Download UI: mediafire.com/file/01vybzy7rkj48y5/Inventory_and_Stats_UI.7z
β Download Icons: opengameart.org/content/fantasy-icon-pack-by-ravenmore-0
In this tutorial series we learn how to implement an inventory system and items in Unity, typical of an RPG: With items, tooltips, equipping items by right click or drag and drop and applying stats to your character.
We'll try to maintain a clean code architecture, with minimal dependencies between classes. The SOLID set of principles is a good thing to keep in mind.
Items are made using ScriptableObjects. Classes are linked together using C# events. And we'll learn the intricacies of Unity's UI components such as Layout Group, Layout Element, Content Size Fitter, Text, Image, and more.
β SOLID principles: en.wikipedia.org/wiki/SOLID_%28object-oriented_design%29
β SOLID Unity keynote: youtube.com/watch?v=eIf3-aDTOOA
β Introduction to Scriptable Objects: unity3d.com/learn/tutorials/modules/beginner/live-training-archive/scriptable-objects
Music by TeknoAXE
Burnt to a Crisp - youtube.com/watch?v=7RJQTOGcK14
![The Hidden Graphics Bug in Oblivion (and How to Fix It)
Download Fix: https://www.nexusmods.com/oblivionremastered/mods/3585
Theres currently a bug in Oblivion Remastered that causes Medium Shadows to have the same Volumetric Fog settings as Ultra Shadows. This can lead to a performance loss of up to ~5%.
Yes, in Oblivion Remastered, Shadow Quality also affects Volumetric Fog.
Even though this was recorded a while ago, it is still relevant as of patch v1.512.105
Hereβs what happens:
If you set Shadow Quality to Ultra, it cranks up fog detail with settings like GridPixelSize=8 and GridSizeZ=128.
If you set Shadow Quality to High, it lowers down fog settings to GridPixelSize=16 and GridSizeZ=64.
If you set Shadow Quality to Medium or Low, nothing happens to the fog.
This means that if you switch directly from Ultra to Low or Medium, the Ultra fog settings just stay on.
*Even worse* - this also happens when you *close and re-open the game*. If your Shadow Quality is set to Medium, the game defaults to Volumetric Fog values equivalent to Ultra, so theyll just stay that way. Unless you go into the options and manually scroll to High and then back to Medium, youre stuck with Ultra Fog even on Medium Shadows.
In practice, this only affects Medium Shadow Quality, since at Low the game completely turns off Volumetric Fog, even though the values are still wrong at Low.
Luckily, this can be easily fixed by modifying the Scalability.ini file and adding the missing fog settings:
[ShadowQuality@0]
r.VolumetricFog.GridPixelSize=16
r.VolumetricFog.GridSizeZ=64
[ShadowQuality@1]
r.VolumetricFog.GridPixelSize=16
r.VolumetricFog.GridSizeZ=64
π¬ Discord: https://discord.gg/uV79UmjZ2Z
Timestamps:
00:00 Intro
00:35 Bug Showcase
01:56 Ultra vs High Fog Comparisons
02:06 TL;DW Fix
03:01 Testing Fog via Console
07:17 How .ini Files Work in Unreal Engine
09:07 What Causes The Bug?
09:43 Engine.ini vs Scalability.ini Fix
10:08 Graphics Settings Changes Cause Instability?
10:49 Outro The Hidden Graphics Bug in Oblivion (and How to Fix It)](https://i.ytimg.com/vi/nzxo3AoGY1M/mqdefault.jpg)









