A ScriptableObject is a data container that you can use to save large amounts of data, independent of class instances. One of the main use cases for ScriptableObjects is to reduce your Project’s memory usage by avoiding copies of values. This is useful
9. By making your class enherit from ScriptableObject, it becomes an "Asset Type" to unity, in the sense that you can store them on disk, and use the Unity IDE interface to drag it from the assetsfolder to a behaviour or whatever. It also automatically plays nice with Unity's dependenc...
You could then attach the TieFighter script to a gameobject, and then drag your xml-asset from your assetsfolder onto the myXMLSettings public field.Please note that this example is much better at showing how you could use a ScriptableObject than how to properly implement a TieFighter, as I...
ScriptableObject, each defining a set of items that are available for purchase. In a scenario where the game has three zones, each zone could offer different tier items. Your shop script would reference a ShopContents object that defines what items are available. Please see the scripting ...
Just select a folder to create a ScriptableObject there -Overview through the alphabetical listing of all ScriptableObjects in the project -Find what you need with Dynamic Search that shows you the results as you type -Work faster with built in shortcuts Watch the walkthrough video to see...
针对这个限制的一个解决方案是这个限制仅针对自定义类,会即时的序列化。如果是对其他UnityEngine.Object的引用会指向真正的引用。你应该继承ScriptableObject或者MonoBehaviour。这样就可以避开这个限制。 之所以有这个限制是因为序列化需要提前知道物体的内存分布,而这个信息依赖于成员的类型,而不是成员的内部数据。
译:如果AssetReference指向寻址资产的资产子对象,Unity会在构建时将整个对象构建到AssetBundle中。如果AssetReference指向直接引用子对象的寻址对象(如GameObject、ScriptableObject或Scene),Unity仅将子对象作为隐式依赖项构建到AssetBundle中。 Asset and AssetBundle dependencies ...
ScriptableObject: a data container for storing large amounts of data Time: measurement and control time Mathf: A set of common mathematical functions Random: random value Debug: Visual editor debugging GizmosandHandles: draw lines and shapes and interactive handles and controls ...
- Use scriptableobject instead of a string field to set ID's - Save data to a custom metadata file - Alternative writing between two save files, in case of corruption 🔌 Compatibility 🔌 - Windows / Linux - Android - WebGL - iOS (Works according to feedback, cannot provide support) ...
using UnityEngine; using System.Collections; public abstract class Ability : ScriptableObject { public string aName = "New Ability"; public Sprite aSprite; public AudioClip aSound; public float aBaseCoolDown = 1f; public abstract void Initialize(GameObject obj); public abstract void TriggerAbility(...