By creating reusable and customizable data containers, ScriptableObjects offer a flexible and efficient way to store configurations, settings, and other non-instance-specific information. ScriptableObjects are a versatile tool for managing and organizing data in game projects. The data of the ScriptableObject instance then can be accessed through the assigned field.ĭebug.Log("Data Name: " + myData.dataName) ĭebug.Log("Data Value: " + myData.dataValue).In the MonoBehaviour script or any other script, create a public or serialized field of the ScriptableObject type and assign it in the Inspector view.Customize the data of the created instance in the Inspector.Īccessing ScriptableObject data from other scripts:.In the Unity editor, right-click in the Project window and select "Create" to create an instance of the ScriptableObject.Use attributes like to expose specific fields to the Unity Inspector for modification while keeping those fields inaccessible from the script that will use that ScriptableObject.In the example above, we define a ScriptableObject class with two public fields: dataName (string) and dataValue (int).Ĭustomizing the ScriptableObject in the Inspector: Public class MyScriptableObject : ScriptableObject Define public fields or properties to represent the data to store in the ScriptableObject. ![]() In the script, inherit from the ScriptableObject class.Give it a meaningful name and open the script in the preferred code editor.In the Unity editor, right-click in the Project window and navigate to "Create -> C# ScriptableObject".To create a ScriptableObject, follow the steps below: Unlike MonoBehaviour scripts, ScriptableObject is not attached to GameObject in the scene but can be referenced and used by other scripts. ScriptableObject can be created in the Unity editor and saved as assets in the project. It's possible to create multiple instances of a ScriptableObject and modify their data independently. They can be thought of as "blueprints" for creating instances of a specific data type. The main advantage of ScriptableObjects is that they provide a way to create data containers that can be easily shared and reused across multiple instances of scripts. It provides a flexible and efficient way to organize and manage data in Unity projects. ScriptableObject can also be used for a variety of purposes, such as managing game settings, creating data-driven systems, defining character abilities, storing dialogue or quest information, and much more. It's commonly used for storing and managing game data, configurations, and settings. If something it would need to be a field like public class enemy1:MonoBehaviourĭebug.Log(data.HP + " " data.mana + " " + data.ScriptableObject in Unity is a special type of class that allows the creation of reusable, data-driven objects. You can only derive from one class so either MonoBehaviour or enemyData! Your last example public class enemy1:MonoBehaviour, enemydata Most Unity configurations are based on ScriptableObject e.g. How to pass data between scenes in Unity) This makes ScriptableObjects quite powerful and they have a lot of usecases. ![]() This is a huge advantage against the basic public class EnemyData for which you would already in code have to define which type to use exactly. A bit like an interface but you can exchange the actual method implementation without having to recompile so it can even happen on runtime. You can have a base class and inherit different types of ScriptableObjects and still reference them via the Inspector settings without having to recompile your code You can have multiple instances but with different values => easily exchange e.g. Reference it at multiple places (re-use it) I know I am missing something so please correct me.Thanks!īUT ScriptableObjects are Assets and therefore you can ![]() If I have three enemies A, B, C i will just create 3 instances of enemy_data in my project assets, and complete HP, mana,damage individually.On each of my enemy monobehaviour i'll say : public enemydata data Īnd I'll drag the instances from project assets in their inspector.This is what I understood about scriptable objects from the tutorials I have seen.But, what if i did this: public class enemydataĪnd just inherit this class?Wouldn't this be the same thing? public class enemy1:MonoBehaviour, enemydataĭebug.Log(this.HP + " " this.mana + " " + this.damage) Public class enemydata : ScriptableObject Yesterday I've found out about Scriptable Objects in Unity.The first thing that came to my mind is : hey, this is really simillar to inheritance.Let's say I have this:
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