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.
Note
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...