Brackeys scriptable objects12/29/2023 ![]() When using scriptable objects as the data-holders for my cards, I am not sure how and when to create the card GameObjects that will use that data. ![]() In the past I've managed this just by creating a singleton, which works well enough, but I'd like to learn a more modular approach. I just made a prototype of a simple deckbuilder using prefab cards holding monobehavior scripts, and it works okay so far, but I can see that sharing data among scripts is an increasing problem. Reddit Logo created by /u/big-ish from /r/redditlogos! Long series.ĬSS created by Sean O'Dowd, Maintained and updated by Louis Hong /u/loolo78 Favors theory over implementation but leaves source in video description. Normally part of a series.Īlmost entirely shader tutorials. Lots of graphics/shader programming tutorials in addition to "normal" C# tutorials. Using Version Control with Unit圓d (Mercurial) Related SubredditsĬoncise tutorials. Unity Game Engine Syllabus (Getting Started Guide)ĥ0 Tips and Best Practices for Unity (2016 Edition) Lots of professionals hang out there.įreeNode IRC Chatroom Helpful Unit圓D Links ![]() Use the chat room if you're new to Unity or have a quick question. Please refer to our Wiki before posting! And be sure to flair your post appropriately. Remember to check out /r/unity2D for any 2D specific questions and conversation! ![]() A User Showcase of the Unity Game Engine. Whilst you’re at it, go subscribe to him, as his channel is filled to the brim with awesome Unity knowledge.News, Help, Resources, and Conversation. Thanks for reading! Useful further reading on ScriptableObjects:īrackeys Item guide (Starting at 3:03, talking about Scriptable Objects.) Perhaps it’ll save me time once the alpha of this game’s released? Nevertheless, I’ll be looking further into ScriptableObjects going forward. This is a non-static container which can be returned, meaning you can return a lot of information (Near limitless), so long as you know what data is being passed back and forth. For instance, I had created a file which contains all of the information of all of the enemies, but I could instead turn them into a Scriptable Object and make them so much easier in the long run – I’m thinking of doing a simple reworking of that, because at the moment all of the variables are passed from one file (Called EnemyList) by way of an ArrayList. What I’ve learned following this is that this may be a much more manageable way of dealing with some of the other assets in my game. If you have access to that data type, you can put it in your scriptable object. There are Booleans (Tickboxes), String fields (Description for instance), Integers (HP Restore for example), Enumerables (Consume Text) and even Icons… And that’s not all it can do. For instance, in the below screenshot, you can see the general information that’s required to make an item in the game. The jist of it is fairly simple: You set what variables all ScriptableObjects of that type will have. Below is an example of data within one of the items in the game, using the power of a ScriptableObject. You can also create context menus such as the one in the screenshot above. With Unity, you can do this within the platform by using ScriptableObjects instead. You’d then need to create some way to interpret that data. You could create a list of objects within XML, perhaps have properties such as name, weight, gold value etc. A lot of developers will use formats such as XML or JSON to create a lot of objects in an easily digestable (and alterable) format. Saving time is important in development anything you can do that reduces the amount of code, or reduces the need for repetition is a blessing. But this is a quick brief discussion about the ScriptableObjects data container as well as why you’d use it. Naturally, I’ve been following guides, specifically ones from a YouTuber called Brackeys, who I would highly recommend checking out, if Unity is of interest to you. Last week I spoke briefly about implementing my inventory system, but to pull that together, I had to create some way to create items quickly. Since starting development of this little Adventure/RPG, I’ve had to take full advantage of the ScriptableObjects data container.
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |