Uploaded June 2026 | Updated September 2026, 3 weeks ago
Episode 4 of the RPG Items series! After spending the first three episodes building a robust, high-performance data model, itβs time to shift our focus to the visual side of things.
In this episode, we take a step back from raw coding to look at the overall architecture of the View and Controller layers. Iβll walk you through how the system handles UI events, decouples data from visuals, and stays incredibly flexible using the MVC and Strategy patterns.
π VOTE ON THE NEXT EPISODE'S UI:
Iβve built two different example UIs for this framework - one based on our original series assets and one recreating the sleek UI from Arc Raiders! Head over to the community tab to vote on which one we build first:
π youtube.com/post/UgkxHNjR1L25xHzIDyZk6xClbQDaqXwTs2IU
What we cover in this episode:
* The MVC View & Controller: Splitting the logic into clean ItemContainerView and ItemSlotView components.
* The Strategy Pattern in UI: Why pushing UI events from the MonoBehavior View up to a separate Controller script allows us to reuse the exact same visuals with entirely different logic.
* Visual Previews vs. Real Data: Structuring slots to support a visual item stack vs. a real item stack - perfect for action previews and non-bound slots.
* High-Level Drag & Drop Logic: A breakdown of how the SlotController and DragController work together to handle inventory slot movement.
* The Model's Payoff: Seeing how a robust backend keeps our frontend scripts short, readable, and incredibly easy to maintain.
Next episode, we'll implement the crucial Observer Pattern using C# events to dynamically update the UI whenever our model changes. Don't forget to vote on the UI style you want to see!
βΊ Next Video: youtu.be/EQkKgZMW0is
β Previous Video: youtu.be/_WvAsL7tbrY
βΊ Series Playlist: youtube.com/playlist?list=PLm7W8dbdflogsSk73wzTDgkHM-vDDjvMT
π¬ Discord: discord.gg/uV79UmjZ2Z
Timestamps:
00:00 - Topic of the video
00:52 - Vote on the next UI
02:13 - View & Controller Architecture
05:50 - Strategy Pattern in ItemSlotView
07:16 - UI Structure & Observer Pattern
09:49 - SlotController & DragController overview
12:12 - Outro
#unity3d #gamedev #inventorysystem #csharp #rpgitems
Episode 4 of the RPG Items series! After spending the first three episodes building a robust, high-performance data model, itβs time to shift our focus to the visual side of things.
In this episode, we take a step back from raw coding to look at the overall architecture of the View and Controller layers. Iβll walk you through how the system handles UI events, decouples data from visuals, and stays incredibly flexible using the MVC and Strategy patterns.
π VOTE ON THE NEXT EPISODE'S UI:
Iβve built two different example UIs for this framework - one based on our original series assets and one recreating the sleek UI from Arc Raiders! Head over to the community tab to vote on which one we build first:
π youtube.com/post/UgkxHNjR1L25xHzIDyZk6xClbQDaqXwTs2IU
What we cover in this episode:
* The MVC View & Controller: Splitting the logic into clean ItemContainerView and ItemSlotView components.
* The Strategy Pattern in UI: Why pushing UI events from the MonoBehavior View up to a separate Controller script allows us to reuse the exact same visuals with entirely different logic.
* Visual Previews vs. Real Data: Structuring slots to support a visual item stack vs. a real item stack - perfect for action previews and non-bound slots.
* High-Level Drag & Drop Logic: A breakdown of how the SlotController and DragController work together to handle inventory slot movement.
* The Model's Payoff: Seeing how a robust backend keeps our frontend scripts short, readable, and incredibly easy to maintain.
Next episode, we'll implement the crucial Observer Pattern using C# events to dynamically update the UI whenever our model changes. Don't forget to vote on the UI style you want to see!
βΊ Next Video: youtu.be/EQkKgZMW0is
β Previous Video: youtu.be/_WvAsL7tbrY
βΊ Series Playlist: youtube.com/playlist?list=PLm7W8dbdflogsSk73wzTDgkHM-vDDjvMT
π¬ Discord: discord.gg/uV79UmjZ2Z
Timestamps:
00:00 - Topic of the video
00:52 - Vote on the next UI
02:13 - View & Controller Architecture
05:50 - Strategy Pattern in ItemSlotView
07:16 - UI Structure & Observer Pattern
09:49 - SlotController & DragController overview
12:12 - Outro
#unity3d #gamedev #inventorysystem #csharp #rpgitems




![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)





