The Ultimate Introduction to Scriptable Objects in Unity
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โบ๐ Relevant Video Links ๐ แ Unity Forum - ScriptableObject behaviour discussion (how Scriptable Objects work) https://forum.unity.com/threads/scriptableobject-behaviour-discussion-how-scriptable-objects-work.541212/ แ Scriptable Object API Unity Documentation https://docs.unity3d.com/ScriptReference/ScriptableObject.html
In this video I'll introduce you to ScriptableObjects (SOs), show you what they are, how they work, how to make one, and why you should use them. I go over their creation, instantiating them through code dynamically, showing the functions you can call within them, and will mention additional uses with them such as event based messaging and replacing enums. I will be making another video going more in-depth with the event based messaging. Scriptable Objects are scene and play-mode independent assets that live in the project scope and are used to contain data. This makes it great for rapid iteration for both developers and designers and allows for easier testing due to reduced dependencies (can isolate testing features).
Small Fix, in the video I said to put SerializeField and a private setter, but make sure to add the field tag as so [CreateAssetMenu] public sealed EnemyData : ScriptableObject { [field: SerializeField] public Int32 MaxHealth { get; private set; } = 100; }
โบโฑ๏ธ Timestamps โฑ๏ธ 0:00 Intro 0:38 Machinations Sponsorship 1:55 What are Scriptable Objects 3:47 How to make a Scriptable Objects 7:11 Enemy Scriptable Object Example 11:16 Scriptable Objects Overview 11:53 Scriptable Object Functions and Execution Order 14:47 Instantiate Scriptable Object in Code 16:33 Event Based Messaging with Scriptable Objects 17:07 Sidenote - Don't destroy original Scriptable Object 17:21 Replacing Enums with Scriptable Objects 19:11 Outro
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