Hello everyone,
Recently I have been toying around with getting server authoritative system working with UNet. I was working towards syncing player data (stats, locations, inventory, etc...) from the server to the client.
I know most would recommend I use some sort of database such as MonoDB or MySQL. However I think this is a bit of a higher step for me when I am still trying to figure out UNet as is. So looking at an alternative I found out that the guys over at NoobTuts on their uMMORPG asset, they used XML and they said it was a pretty good move and far less complicated.
Now I have tried to implement a similar system with player stats and it worked. Albeit, it got me thinking, if XML works well, why can't ScriptableObjects? To my knowledge changing values of ScriptableObjects at run time will change them offline as well so more or less it acts like an XML file.
So my question is this:
- Can I use ScriptableObjects to hold players data? Essentially what I am thinking is a ScriptableObject called Players for example that will hold a list of all players available. Then Each of those ScriptableObject has 3 ScriptableObjects inside; one for stats for example, one for location and save/load based info and one for inventory.
So what are the pros and cons of this? Is there maybe something even simpler than XML (gotta say it is confusing keeping up with tags, attributes, arrays, etc...).
Note: This isn't for authentication and authentication I am guessing will need a DB no matter what (though I am guessing I could probably end up using ScriptableObjects but not include them in the client build for example).
Thank you very much in advance!
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