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.
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 |
starter-project/- The starter project to follow along with the tutorial.final-project/- The completed project at the end of the tutorial.
- Item icons inspired by KayKit Adventurers by Kay Lousberg
