It will be used to store the status of a character. In this example, we will create a CharacterStats class to demonstrate the creation and use of a scriptable object. It is also helpful to create a CreateAssetMenu header from the editor menu. This allows us to create an asset file that we can use in other scripts to access the paths of events: using System. To make a scriptable object, we must create a class that inherits from the ScriptableObject class. We create a script that lists events in the form of strings for a hypothetical player. For example, if you have several Behaviours of different types in the data stream, the only property they have in common may be mEnabled. Instead, they are stored as assets in the project folders – just like textures, models and script files. SerializedObject opens a data stream to one or more target Unity objects at a time, which allows you to simultaneously edit serialized data that the objects share in common. Unlike MonoBehaviours, ScriptableObjects are not serialized in the scene (or prefabs) and are not used as components of GameObjects. We can still define fields and methods, or use some of Unity’s callbacks: Awake(), OnDestroy(), OnEnable() and OnDisable(). They are very useful to store configuration data for your game and your objects.įrom a technical perspective, ScriptableObjects, like MonoBehaviours, inherit from UnityEngine.Object. MacOS: Fix for 2023.2.X: Editor silently crashes when entering Play Mode on macOS (UUM-37063) Metal: Editor freezes when exiting Play Mode if the Game window position was changed or undocked during Play Mode ( UUM-36218) Metal: iOS Rendering freezes when the orientation is changed ( UUM-9480) Fixed in 2023.2.0a22. ScriptableObjects are asset files used to store information. If you get any errors after opening the project, please delete the FMODStudioCache.asset file, as it will still contain the old path to the FMOD Studio Project. Check out his works!ĭownload the Unity & FMOD Project for this tutorial. This method was suggested to me by my friend Ryan. It is a bit easier to organize our events with ScriptableObjects. For example, if we move or rename an Event inside FMOD Studio, the event path in the code must also be updated. Hard-coding event paths is often not the best solution to get an overview of the existing Events in the game.
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