Data Management with Scriptable Objects - C# and Bolt Visual Scripting

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Data management is hard and can be confusing. Using scriptable objects to manage character data, inventory data, weapon data and on and on can make it far easier and more manageable. This video looks at creating a template for a scriptable object for both C# and Bolt visual scripting.

#BoltVisualScripting #UnityTutorial #GameDevelpoment #OWS #OneWheelstudio
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Felt like you should have mentioned [IncludeInSettings(true)] as an alternative to adding it in the options menu, but otherwise great video :)

AiSard
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You are a hero! Its a shame that most of the naming conventions have changed since the unity integrations. for those looking to add agent stats, i found adding "Game Object" to type options worked.

stephennevin
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As a complete noob this is very understandable and helpful! you gained a subscriber! Thank you

Mikemetal
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Thanks a lot! It came at the perfect time and I put it right in. Now I'm really looking forward to the following video (C#). In the meantime the screenshot at the end of the video helped me a lot ;)

SimonHilke
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Man! Thank you for teaching me C#. Im making progress! And its amazing!

tonygreen
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This is immeasurably helpful!!! Thank you so much!!

yourMoonstone
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What are the types you can reference? I have Cards as scriptable objects and they can have own mana costs, even sprite images, but how can I add the actual effects? Is there a way to reference a bolt macro for example?

HucaPuca
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This is good! Thanks! Is it possible to also change the model of a scriptable object?

iggythemad
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i can't add the type for bolt to actually add it in visualscript. the problem here is (i think) that now bolt got converted to "visual scripting" and it's already included in unity. does anyone know how to fix that anyway? thank you. btw great video

ironeagle
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