Creating an Inventory bar in Unity UI

For a video tutorial on linking a new Menu with Unity UI, click here.

Adventure Creator can be used to control interfaces made new Unity's new UI system. While AC's regular Menu system will control every aspect of your interface, Unity UI generally gives you total control over how it behaves.

In this tutorial, we'll make a simple Inventory bar using Unity UI, and control it in Adventure Creator. This tutorial won't cover styling - it'll look pretty basic, but will cover the fundamentals of working with Unity UI in Adventure Creator.

Note that this tutorial also assumes you have a basic knowledge of Unity's UI system. If you need a refresher on it beforehand, have a look at these tutorials.

In a blank scene, create a Panel element by choosing Create -> UI -> Panel in the Hierarchy window.

Unity will create both a Panel and a Canvas, which can be viewed in the Scene window in 2D mode.

Though Adventure Creator supports all three render modes, this one will work in the default Screen Space - Overlay mode as set by the Canvas.

Select the Canvas, and find the Canvas Scaler component in the Inspector window. Set the UI Scale Mode to Scale With Screen Size, so that our UI is resolution-independent.

Select the Panel, and resize it in the Scene Window so that it sits horizontally in the top-left corner of the Canvas.

The Panel marks the boundary area of our Menu. Though it can still be invisible, it is still necessary to have.

Our Inventory bar will have four Inventory slots, with two buttons either side to "shift" the items across (which will be necessary when the player is carrying more than four items). We'll start with the side buttons.

In the same we that we created our Panel, choose Create -> UI -> Button. Our new Button does not need to be a child of the Panel, but will need to be placed beneath it in the hierarchy. Rename the button to Shift left Button.

Position it on the left side of the Panel. You can style it however you like, but in this tutorial, we've removed it's Text component and assigned arrow-left-sprite as it's Image.

Duplicate the button and position it to the right side. Rename it to Shift right Button.

Each of our Inventory slots will be a separate UI button, but we'll arrange them in a grid so that their sizes can all be set together. Create an empty GameObject, parent it to the Canvas, and name it Grid. Add the Grid Layout Group Component to it.

It will now appear as a rectangle in our UI. Create a new Button in the same way we did before, and name it Slot 1. Delete it's Text child component, and parent it to the Grid. The Hierarchy window should look like this:

Notice how Slot 1 changes to a square once it's a child of Grid. Duplicate Slot 1 three times, and name them 2-4. The four buttons will now be arranged in a single column.

Select the Grid, and find the Grid Layout Group component in it's Inspector. Set the Constraint to Fixed Row Count, and the Constraint Count to 1. The buttons will now be arranged horizontally. Reposition the Grid object, and adjust the Cell Size values so that the buttons sit within the Panel.

We'll want the Inventory bar to appear in any scene, so prefab it by dragging the Canvas into a folder in your Project window. Rename the prefab InventoryBar.

We are now ready to link it to Adventure Creator. Open the Game Editor, and select the Menu Manager. Click Create new menu.

In the new Menu's properties box, set the Menu name to Inventory, and change it's Source to Unity Ui Prefab. Notice how the visual controls, now unnecessary, disappear from view.

In their place, Linked Canvas and RectTransform boundary fields have appeared. Assign these as the InventoryBar and Panel respectively - be sure to assign the prefab objects, and not the scene-based ones.

After assigning the Panel a Recorded ConstantID box will appear beneath it. The number beside it is necessary for the two systems to link: a Constant ID script will have been added to the Panel prefab as well.

We'll make our Inventory bar fade in when the mouse hovers over it. Set the Appear type to Mouse Over, the Transition type to Canavs Group Fade, and the Transition time (s) to 0.2.

For the fade transition to work, we'll need to add a Canvas Group component to the Canvas.

Select the InventoryBar prefab, and add a Canvas Group.

Now we can link the UI's elements as well. Back in the Menu Manager, look for the Inventory elements list, and add two Button elements. Name them Shift Left and Shift Right.

Select Shift Left, and assign the UI prefab's Shift left Button as the Linked Button element property. Clear the Button text, and set the Click type to Offset Inventory Or Dialogue. In the Element to affect box, type in InventoryBox. We'll create this element soon.

Select Shift Right, and assign the UI prefab's Shift right Button as the Linked Button element property. Clear the Button text, and set the Click type to Offset Inventory Or Dialogue. In the Element to affect box, type in InventoryBox. Set the Offset type to Shift Right.

Now let's assign our Inventory slots. Create a new InventoryBox element, and leave it's name as the default.

In the InventoryBox element's properties list, set the Max number slots to 4. We'll need to assign each button to each slot separately, but there's a slight problem: we can't access the slots in the prefab's hierarchy, because they're a child of the Grid object:

Instead, assign the scene-based instance of the prefab. Drag each of the Slot buttons into the Linked Button fields in the Menu Manager.

Each Button in the scene will have been given it's own Constant ID number - all we need to do is update the prefab with these numbers. Select the Canvas object in the scene, and click Apply in the Inspector.

Our UI is now complete. The UI can now be removed from the scene, as it will be created at runtime automatically by Adventure Creator - as will an Event System.

Adventure Creator and this website are copyright Chris Burton, ICEBOX Studios

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