With the above script in your Assets folder, you can create an instance of your ScriptableObject by navigating to Assets > Create > ScriptableObjects > SpawnManagerScriptableObject. Public class SpawnManagerScriptableObject : ScriptableObject You can use the CreateAssetMenu attribute to make it easy to create custom assets using your class. More info See in Glossary folder and make it inherit from the ScriptableObject class. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. An asset may come from a file created outside of Unity, such as a 3D Model, an audio file or an image. To use a ScriptableObject, create a script in your application’s Assets Any media or data that can be used in your game or project. Saving data as an Asset in your Project to use at run time.Saving and storing data during an Editor session.The main use cases for ScriptableObjects are: For an exhaustive reference of every member of the ScriptableObject class, see the ScriptableObject script reference. This page provides an overview of the ScriptableObject class and its common uses when scripting with it. In a deployed build, however, you can’t use ScriptableObjects to save data, but you can use the saved data from the ScriptableObject Assets that you set up during development.ĭata that you save from Editor Tools to ScriptableObjects as an asset is written to disk and is therefore persistent between sessions. When you use the Editor, you can save data to ScriptableObjects while editing and at run time because ScriptableObjects use the Editor namespace and Editor scripting. Instead, you need to save them as Assets in your Project. A GameObject’s functionality is defined by the Components attached to it. Just like MonoBehaviours, ScriptableObjects derive from the base Unity object but, unlike MonoBehaviours, you can not attach a ScriptableObject to a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. This means that there is one copy of the data in memory. Instead of using the method, and storing duplicated data, you can use a ScriptableObject to store the data and then access it by reference from all of the Prefabs. More info See in Glossary.Įvery time you instantiate that Prefab, it will get its own copy of that data. More info See in Glossary that stores unchanging data in attached MonoBehaviour scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. The prefab acts as a template from which you can create new object instances in the scene. This is useful if your Project has a Prefab An asset type that allows you to store a GameObject complete with components and properties. One of the main use cases for ScriptableObjects is to reduce your Project’s memory usage by avoiding copies of values. _info.A ScriptableObject is a data container that you can use to save large amounts of data, independent of class instances. PlayerInfo _info = ScriptableObject.CreateInstance() Īfter running one of the above methods, you can access the scriptable object. It is useful when you want each instance to have a separate asset. This will help you build an asset in the code. Public class PlayerInfo : ScriptableObject Then refer it to the field defined in the player class. Use the create asset menu as below and create the asset. The first way is to create an asset through an attribute. However, to do the above, you must have a scriptable object asset. Returns the same amount of Player Data in the field and is ineffective. Because player information can be stored in an independent class or in the player itself, or even struct. So is this actually how you'd want to use scriptable objects or did I miss something? lolĪlthough the scribtable object is a very useful tool for storing information as an asset, it is not very useful for what you want to do. PlayerData.health = playerData.maxHealth Public void SetMaxHealth(BaseClass newClass) I originally just had a health script that handled all of it, but now it just references the scriptable object and adjusts the values in it public class HealthController : MonoBehaviourĬlassSelectButton.OnClassSelected += SetMaxHealth Here's my scriptable object public class PlayerInfo : ScriptableObject From my understanding, you want to try and limit the times you reference scripts since this causes things to become dependent, but with scriptable objects, it seems like you're supposed to reference them. I've been trying to learn more about scriptable objects because I've heard they're quite useful, however, I'm still a bit confused about how to work with them since it seems to conflict with the try to decouple your code.
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