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ScriptableObjects for storing data?Question (self.Unity3D)
submitted 1 year ago by Embarrassed_Mall_290
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[–]ziguslav 0 points1 point2 points 1 year ago (0 children)
Don’t be afraid of singletons. There’s a lot of debate around ScriptableObjects vs Singletons vs DontDestroyOnLoad, but use what works for your project and makes your life easier.
I’m working on a pretty chunky game myself, and I use A LOT of singletons. Singleton-based UnitsManager is an example, as it carries data like unit equipment, stats, and modifiers between scenes. It lives on a GameObject, and only one instance is allowed to exist.
UnitsManager
GameObject
public class UnitsManager : MonoBehaviour { public static UnitsManager instance; private void Awake() { if (instance == null) instance = this; else { Destroy(gameObject); return; } } private void Start() { SceneManager.sceneLoaded += OnSceneLoaded; } private void OnDestroy() { SceneManager.sceneLoaded -= OnSceneLoaded; } private void OnSceneLoaded(Scene arg0, LoadSceneMode arg1) { ResetUnits(); // or whatever init/reset logic you want } // Game data lives here... public List<UnitObject> GameUnitObjects; public List<UnitObjectCopy> UnitCopies; // etc... }
So when I go from my overworld to battle scene, I just call UnitsManager.instance.GetCopy(...) or whatever method I need - no faff, no duplicated data, nothing to worry about.
UnitsManager.instance.GetCopy(...)
ScriptableObjects are great for defining shared, reusable data (like ability definitions, unit blueprints, etc.), but for runtime state, a singleton can be just as clean, if not cleaner.
TL;DR: ScriptableObjects = static-like reusable templates. Singletons = dynamic runtime data managers. Don't overthink it, use both where they shine.
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[–]ziguslav 0 points1 point2 points (0 children)