Unity how i use a lot of scriptable objects

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someone was asking why he should use scriptable objects over just using a list so I decided to make this video to hopefully help him answering his own question.

Here is a really good talk on how to use Scriptable Objects.
Unite Austin 2017 - Game Architecture with Scriptable Objects

#NestedScriptableObjects #ScriptableObjects #Unity
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I want to clarify one thing more what I'm showing in the video it's me just trying to experiment with how far I can take scriptable objects.

KasperDevUnity
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Yes, but the point of the conversation was that you are actually using a list, and you are using the AddObjectToAsset which is creating one big asset. In all intent an purposes what you are seeing in the hierarchy is a bi product of it being one asset.

The question was asked, because I though you might consider the other approach to using Custom Drawers, and the fact that you mentioned but what if you are not a programmer, means you hadn't though of that.

All I am going to say, is that there is probably a performance hit doing it this way.

I would need to look into this, because if you want to get one of those weapons or spells as you use it, then you are potentially grabbing the entire asset every time, which is the part I would like to experiment with and see if that is true or not. And it it this part that worries me, when simple custom drawers is just as easy.

AndyScott
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hi i want to load a game in assetstore. I want it to look like a game that Unity puts out its games and after loading the game opens instantly, please tell me how to do it. (used google translator)

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