Creating Shops from ScriptableObjects - Inventory System P2 - Unity C# 2018 Tutorial

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These tutorials show how to create an inventory system utilizing game items stored in scriptable object asset files. The game items can be easily referenced from a player's inventory, a shops inventory, or game objects to be picked up during gameplay.

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too bad you dont show us what's inside Shop.cs, it would have allowed me to understand the rest of the code ...

matheoirl
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Thank you for these videos. Interesting topic. I've been learning this stuff... and happened to come across this video. I'd be interested to see how you handle item related issues related to ScriptableObjects; They are more like templates, like you said, so having unique values in player items (for example) can become an issue - CreateInstance exists, but I've had issues with serializing runtime generated SOs to JSON for example. Also, runtime serialization (saving/persistence) at least with Unity builtin system (=JSONUtility) will use the same system as editor serialization, so result is instanceID:s instead of data, if you serialize a List / Array of ScriptableObject items to JSON for example. Unity has advertised how good ScriptableObject is, but they fail to explain the big picture IMO... which will cause trouble to noobs like me.

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