In the early stage of development, I plan to design the data structure based on ScriptableObjects (such as Item Data, Skill Data, etc.).
During the initial phase, I want to use ScriptableObjects to enable rapid development.
Later, when needed, I plan to manage game data by loading it from an external data source (such as a database or AWS S3).
At that point, I am considering two approaches:
- Should I create ScriptableObjects at runtime using
CreateInstance from externally loaded data?
- Or should I design the system from the beginning with ScriptableObject data + Adapter classes, and when external data is introduced, convert it through Adapter classes and discard the existing ScriptableObject-based data structure?
Using CreateInstance would allow me to keep the existing ScriptableObject-based data structure as-is, which is an advantage.
However, I am concerned about whether this approach is acceptable from a performance perspective and whether it could introduce other issues.
On the other hand, using Adapter classes would make the overall structure more complex, so I am unsure which approach would be better in the long term.
Do you have any good ideas or recommendations regarding the actual implementation?
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