![]() Scriptable Objects are a great way to store authoring data. Depending on what you’re doing, this could either be a benefit or bothersome. One interesting characteristic of Scriptable Objects is that they aren’t reset when exiting play mode. In this way, you could use SOs as states within a Finite State Machine system, for example. For example, you could have several Scriptable Objects, each with a unique OnUpdate method, and swap them out to give objects different behaviours. So, another application is to switch out algorithms. This modular approach enables designers to quickly try lots of ideas and preserve their experiments as well.Īs I mentioned, Scriptable Objects can hold code as well. Doing so allows you to store multiple variations and swap parameters by dragging different SOs via the Inspector. Now, your MonoBehaviour only needs to reference a single serialized field for Parameter SO. What I mean by this is, instead of having a MonoBehaviour with several serialized parameters, create a Scriptable Object to hold those serialized parameters instead. Rather than copying values throughout your code or devising complicated ways to access data through a chain of command, you can store information in the Scriptable Object itself and reference that instead.Īdditionally, since they’re Unity assets, you can easily save multiple versions of the same Scriptable Object and swap them out to test different ideas. ![]() So, they’re great as a single source of truth. Any number of MonoBehaviours can reference the same Scriptable Object. By the way, shared data includes both code and values. I hope that by explaining their strengths and how I use them, you’ll see how they solve your particular problems.Īt their core, Scriptable Objects are great when you have shared data, especially if you want to assign that data using the Inspector. It would not be easy to enumerate every possible use of Scriptable Objects. So, knowing all this, what makes Scriptable Objects worthwhile? In the next section, I’ll explain some of the situations for which they’re well suited. As I’m sure you know, a single Game Object can have many components attached to it. One last thing to note is that, unlike Game Objects, each Scriptable Object asset only has a single script attached to it. ![]() Another difference is that SOs don’t have a hierarchy and can’t be nested the way Game Objects are. prefab extension) than a Game Object (which only exists within other files). ![]() In that way, they’re more similar to a prefab (which is a file with a. Game Objects only exist within Scenes or Prefabs, whereas a Scriptable Object is an asset that exists on disk. A Scriptable Object is similar to a Game Object with an attached MonoBehaviour, but with a couple of differences. To put it briefly, a Scriptable Object (SOs) is an asset on which you can attach a script. ![]() Finally, I’ll give an example problem that I solved using Scriptable Objects. Then, I’ll explain what they do exceptionally well and some of the ways I like to use them. First, I’ll explain what Scriptable Objects are. The issue here is that i cant assign MyData to SomeAwesomeScript becauseĭefault references will only be applied in edit modeīecause of that MyData is null when i start the unity program.This article covers the basics of Scriptable Objects and some ways in which they’re helpful. some code, changing awesomeness to other ISomeAwesomeInterface based on some condition maybe Private ISomeAwesomeInterface awesomeness The SomeAwesomeScript is then used within a monobehaviour like this: public class SomeAwesomeBehaviour : MonoBehaviour Now the DoSomeAwesomeShit is defined in the ISomeAwesomeInterface and the actual implementation is supposed to be unique to every other class that implements this method. initializations, since we cant use constructors when using ScriptableObject this container is supposed to be passed into a scriptableobject like this: public class SomeAwesomeScript : ScriptableObject, ISomeAwesomeInterface Which is simply a container for a bunch of gameobjects. ![]()
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