Custom and designer-friendly enum values. Organize your assets (audio, sprites, etc).Yes, a Scriptableobject is like the holy grail of Unity, once you grasp the power of it, you can use them in basically every situation, but here are some examples of the use of a ScriptableObject within Unity: When you make some changes to a scriptable object at run time, they are saved.Modular: Systems do not directly depend on each other.The Unity ScriptableObject can receive a callback from the unity engine (exactly like the MonoBehaviour).The perfect tool for the game designer: In fact, game designers can use a Scriptableobject to make changes to the game without having to bother the poor programmer who is working on the game.Build on top of the unity serialization system.Well, as always the documentation is not that clear and for sure does not cover all the use cases that we have with the scriptable objects, so let’s go ahead and make the situation a bit clear. One of the main use cases for ScriptableObject is to reduce your Project’s memory usage by avoiding copies of values. So, what is a Unity Scriptableobject? According to Unity, a ScriptableObject is a data container that you can use to save large amounts of data, independent of class instances. As a matter of fact, we at Gladio Games use them in every project that we make.īut don’t worry, we are going to see what they are, why we use them and how to use them. You will discover that the scriptable objects are one of the most important features in Unity and you must use them as much as you can. The scenario gets even more complicated if additional classes such as enemy AI need to access the player’s health, but we’ll consider only the UI class for now.Hello my friend, so today you are going to learn about the most amazing, undiscovered, unused and underestimated feature of unity: The power of the Scritableobject. Since the PlayerUI class directly depends on Player, those classes are closely coupled. The ‘traditional’ way to do this is to reference the Player directly via a variable on the PlayerUI script and read the variable directly. Other portions of the code, such as the UI, need to read that health value in order to display the health value. In my game, I have a Player class with an integer member variable to represent the player’s health. The designer must find the correct object instance in the hierarchy or prefab in the project view and modify values, which can be cumbersome. While it’s possible to expose variables to designers inside the Inspector through use of regular MonoBehaviour components, it can be clunky because you must attach them to a GameObject which needs to be instantiated in the scene either in-editor, cluttering up the hierarchy, or at runtime, which requires extra code to instantiate the object. On top of that, the Unity Editor’s interface is geared towards designers. In order to make code easy to change, as is especially common in game development, it’s a good idea to keep classes as loosely coupled as possible. Two portions of code are called decoupled when a small modification to one requires no or very minimal changes to the other. Let’s look at a few ways we can use this powerful tool to overhaul our projects.Ī good measure of how easy it is to change a piece of code without far-reaching ill effects is if there are few other parts of code that rely on it. The result will be a new object in the Project view in whichever folder is active. You can tweak the location of the option using the menuName and order variables, and the default name of the resulting asset file using the fileName variable. The menu is available by right-clicking in the Project view or using the Assets->Create menu on the toolbar. Creating a new type that derives from ScriptableObject works the same way as for any C# class – colloquially, when we inherit this class, we will say that we’re “creating our own types of scriptable object”. Unity assets are anything found inside the Project pane – audio clips and scripts fall under this category too. The primary usage for scriptable objects is to store data inside a Unity asset as an alternative to reading data from a file at runtime or containing the data inside a component attached to a GameObject. This article was available to $5+ Patreon supporters two weeks early. Let’s explore this powerful class and its features. However, there is another core class built into Unity which inherits directly from UnityEngine.Object but does not need to be attached to a GameObject to function: ScriptableObject. It derives ultimately from UnityEngine.Object through a couple of other classes and represents an object which must be attached to a GameObject to function properly – they are user-created Components. The MonoBehaviour class is probably the class you most commonly inherit from in Unity.
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