Book Image

Building an RPG with Unity 2018 - Second Edition

By : Vahé Karamian
Book Image

Building an RPG with Unity 2018 - Second Edition

By: Vahé Karamian

Overview of this book

In a role-playing game (RPG), users control a character, usually in the game's imaginary universe. Unity has become a top choice for developers looking to create these kinds of immersive RPGs. Building an RPG with Unity 2018, based on building some of the most common RPG features, teaches you tips, tricks, and techniques that can be applied to your own game. To start with, the book guides you through the fundamentals of role-playing games. You will learn the necessary aspects of building an RPG, such as structuring the game environment, customizing characters, controlling the camera, and designing other attributes such as inventory and weapons. You will also explore designing game levels by adding more features. Once you have understood the bigger picture, you will understand how to tackle the obstacles of networking in Unity and implement multiplayer mode for your RPG games. By the end of the book, you will be able to build upon the core RPG framework elements to create your own immersive games.
Table of Contents (16 chapters)
Title Page
Copyright and Credits
Packt Upsell

Creating an inventory item

It is now time to actually create the items (assets) we are going to use for our inventory system. I will be creating one item type from each item category to keep things simple. This section will again be highly dependent on how you have modeled your character models. As discussed earlier in the book, in my particular model, all of the character's essential parts are embedded within the fbx. In this case, you will need to navigate down your model's hierarchy and extract the mesh for the specific armor or weapon, or anything else you will be using for the inventory.


You can also use independent models representing your inventory items that may or may not be related to your character model's mesh. These items are just used for visual representation within the world, so that the player can pick them up.

Creating asset prefabs

If you recall from the character customization scene, we had already gone through the model and identified the parts we wanted to have the...