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Part 3: Create a ScriptableObject-driven item data model and populate the inventory grid at runtime.

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Part 3: Create the Inventory Data Model

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In this tutorial you'll create a ScriptableObject-driven item data model, build an InventorySlot custom control that clones the Part 2 UXML template at runtime, and write an InventoryPresenter that loads content into the GameWindow system and generates inventory slots at runtime. By the end, the static layout from Part 2 becomes a fully populated, data-driven inventory grid.

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This tutorial is part of the Build Inventory & Equipment Systems with Unity UI Toolkit course. The full course walks you through building a complete inventory and equipment system in Unity 6 using UI Toolkit. You'll start from scratch with a reusable window system, design the full UI layout in UI Builder, wire up drag-and-drop item management, render a 3D character preview, and connect everything to player data. No prior UI Toolkit experience needed.

Check out the other parts:

Part Topic Repository
1 Reusable Window System ui-toolkit-pt1-reusable-window-system
2 Design the Inventory UI ui-toolkit-pt2-inventory-design
3 Create the Inventory Data Model You are here
4 Inventory Interactions ui-toolkit-pt4-inventory-interactions
5 Render a 3D Character Preview ui-toolkit-pt5-equip-char-preview
6 Equip Items with Slot Validation ui-toolkit-pt6-equipment-interactions

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Part 3: Create a ScriptableObject-driven item data model and populate the inventory grid at runtime.

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