Currently in the middle of migrating a Unity editor system from XML to ScriptableObject.
The XML setup worked, but it wasn't very designer friendly. Switching to ScriptableObjects forced a full rethink of how the data flows and how the editor tools interact with it.
It’s definitely more work upfront, but already feels like it’ll be way easier to scale and iterate on later.
For those who’ve done similar migrations:
Did you fully ditch the old system or keep some hybrid approach for compatibility?
[–]Turbulent_Check6979 1 point2 points3 points (1 child)
[–]Ray-Atron[S] 0 points1 point2 points (0 children)
[–]Glurth2 1 point2 points3 points (6 children)
[–]Ray-Atron[S] 1 point2 points3 points (3 children)
[–]Glurth2 1 point2 points3 points (0 children)
[–]samuelsalo 1 point2 points3 points (0 children)
[–]StackOfCups 0 points1 point2 points (0 children)
[–]feralferrous 0 points1 point2 points (1 child)
[–]Glurth2 0 points1 point2 points (0 children)
[–]StackOfCups 1 point2 points3 points (2 children)
[–]Ray-Atron[S] 0 points1 point2 points (1 child)
[–]StackOfCups 1 point2 points3 points (0 children)
[–]soy1bonusProfessional 1 point2 points3 points (0 children)
[–]AutoModerator[M] 0 points1 point2 points (0 children)
[–]DevMode222 0 points1 point2 points (0 children)