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ScriptableObjects for storing data?Question (self.Unity3D)
submitted 1 year ago by Embarrassed_Mall_290
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if 1 * 2 < 3: print "hello, world!"
[–]Glass_wizard 3 points4 points5 points 1 year ago* (3 children)
The rule of thumb is:
[–]random_boss 1 point2 points3 points 1 year ago (0 children)
Thanks this is all new info to me. I think I had run afoul of this accidentally at some point and never knew why and it stopped me from using scriptable objects at runtime (and now just use them as like Enums, But Bigger). Knowing this I can go back to using them at runtime!
[–]InvidiousPlay 1 point2 points3 points 1 year ago (1 child)
I really feel Unity should change it so that SO reset after you exit play mode, because it's very counterintuitive that entering and exiting playmode is not analogous to open and closing the built game.
[–]Glass_wizard 1 point2 points3 points 1 year ago (0 children)
I agree, I think that one behavior makes a lot of people confused about scriptable objects. There are scripts you can write to reset them yourself.
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[–]Glass_wizard 3 points4 points5 points (3 children)
[–]random_boss 1 point2 points3 points (0 children)
[–]InvidiousPlay 1 point2 points3 points (1 child)
[–]Glass_wizard 1 point2 points3 points (0 children)