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Unity Inventory System using Scriptable Objects
 Code  August 12, 2024 
 csharp 
using UnityEngine;
using UnityEngine.UI;
public class InventoryUI : MonoBehaviour
{
    public Inventory inventory;
    public GameObject inventoryPanel;
    public GameObject inventorySlotPrefab;
    void Start()
    {
        RefreshInventoryUI();
    }
    public void RefreshInventoryUI()
    {
        // Clear existing UI elements
        foreach (Transform child in inventoryPanel.transform)
        {
            Destroy(child.gameObject);
        }
        // Create new UI elements
        foreach (Item item in inventory.items)
        {
            GameObject slot = Instantiate(inventorySlotPrefab, inventoryPanel.transform);
            Image iconImage = slot.transform.GetChild(0).GetComponent<Image>();
            iconImage.sprite = item.icon;
            // Add more UI logic as needed (like item count for stackable items)
        }
    }
}- Data Management: Scriptable objects allow you to manage item data independently from game logic, making it easier to update and maintain.
- Reusability: You can create item templates and reuse them across different scenes and projects.
- Performance: Scriptable objects reduce memory overhead compared to prefab-based systems since they are shared across instances.