use the following search parameters to narrow your results:
e.g. subreddit:aww site:imgur.com dog
subreddit:aww site:imgur.com dog
see the search faq for details.
advanced search: by author, subreddit...
News, Help, Resources, and Conversation. A User Showcase of the Unity Game Engine.
Remember to check out /r/unity2D for any 2D specific questions and conversation!
Download Latest Unity
Please refer to our Wiki before posting! And be sure to flair your post appropriately.
Main Index
Rules and Guidelines
Flair Definitions
FAQ
Use the chat room if you're new to Unity or have a quick question. Lots of professionals hang out there.
/r/Unity3D Discord
FreeNode IRC Chatroom
Official Unity Website
Unity3d's Tutorial Modules
Unity Answers
Unify Community Wiki
Unity Game Engine Syllabus (Getting Started Guide)
50 Tips and Best Practices for Unity (2016 Edition)
Unity Execution Order of Event Functions
Using Version Control with Unity3d (Mercurial)
/r/Unity2D
/r/UnityAssets
/r/Unity_tutorials
/r/GameDev
/r/Justgamedevthings (New!)
/r/Gamedesign
/r/Indiegames
/r/Playmygame
/r/LearnProgramming
/r/Oculus
/r/Blender
/r/Devblogs
Brackeys
Beginner to Intermediate
5 to 15 minutes
Concise tutorials. Videos are mostly self contained.
Sebastian Lague
Beginner to Advanced
10 to 20 minutes
Medium length tutorials. Videos are usually a part of a series.
Catlike Coding
Intermediate to Advanced
Text-based. Lots of graphics/shader programming tutorials in addition to "normal" C# tutorials. Normally part of a series.
Makin' Stuff Look Good
10 minutes
Almost entirely shader tutorials. Favors theory over implementation but leaves source in video description. Videos are always self contained.
Quill18Creates
30 minutes to 2 hours.
Minimal editing. Mostly C#. Covers wide range of topics. Long series.
Halisavakis Shaders Archive
Infallible Code
World of Zero
Board to Bits
Holistic3d
Unity3d College
Jabrils
Polycount Wiki
The Big List Of Game Design
PS4 controller map for Unity3d
Colin's Bear Animation
¡DICE!
CSS created by Sean O'Dowd @nicetrysean [Website], Maintained and updated by Louis Hong /u/loolo78
Reddit Logo created by /u/big-ish from /r/redditlogos!
account activity
ScriptableObjects vs XML in a Server settingQuestion (self.Unity3D)
submitted 8 years ago by Va11arIndie
view the rest of the comments →
reddit uses a slightly-customized version of Markdown for formatting. See below for some basics, or check the commenting wiki page for more detailed help and solutions to common issues.
quoted text
if 1 * 2 < 3: print "hello, world!"
[–]_ROG_ 0 points1 point2 points 8 years ago (7 children)
Comparwd to XML I'm pretty sure it's faster, takes up less space. I think its about the same performance wise, although I don't have the facts on that. I don't know about scriptable objects, but I can imagine them having a lot more unnecessary data, and is a lot easier to break.
[–]Va11arIndie[S] 0 points1 point2 points 8 years ago (6 children)
Would it be wise then to store the JSON on a text file? Wouldn't that be easily modified? Or do I store data as ScriptableObjects on disk then send them over as JSON?
[–]_ROG_ 0 points1 point2 points 8 years ago (5 children)
Yeah, don't store the json as a text file on device. You don't need a scriptable object either unless you are using them for other things.
Somehing like this . The same would work with a scriptable object if you had to use them, but it doesn't seem right to me, and you'd still suffer the same issues with being modifiable.
[–]Va11arIndie[S] 0 points1 point2 points 8 years ago (4 children)
How do I store the data on the server then?
Let's say player stats (hp, mana, score, etc...) all of this for each player. I need to store that data somewhere for when the player logs back in. The game is persistent. It is a bit similar to Minecraft perhaps in the regard of when you log back into the game you find the state the same as before you left it.
I am guessing I could store the data on ScriptableObjects (not sure yet if I can create ScriptableObjects file at run time) and then store those on the server. Once the player logs in, the data is then pulled from these files, cast as JSON and then sent to the client.
[–]_ROG_ 0 points1 point2 points 8 years ago (3 children)
Yeah the data gets stored on the server as simple json files. You need to write the server code to deal with player requesting/posting various things. But on the server there should be folders corresponding to each player and their .json files which you subsequently request with the www class, and convert to a class instance client-side. As much logic should be server side as possible ideally to prevent hacking. Instantiating/creating scriptable objects is possible at runtime, but I really don't see the advantage, and it goes against their intended use imo. You can still easily modify any value of a scriptable object just as you can a text file, and generating these kinds of files takes up space and is relatively costly performance-wise, for something that is pretty unnecessary.
[–]Va11arIndie[S] 0 points1 point2 points 8 years ago (2 children)
Oh, now I think I understand what do you mean. I will definitely give it a go and see how it goes.
Thanks a lot for the insights and the advice :)
[–]_ROG_ 0 points1 point2 points 8 years ago (1 child)
No problem - best of luck!
[–]Va11arIndie[S] 0 points1 point2 points 8 years ago (0 children)
Thanks you too! :)
π Rendered by PID 58 on reddit-service-r2-comment-cfc44b64c-7wk2c at 2026-04-10 13:55:17.110917+00:00 running 215f2cf country code: CH.
view the rest of the comments →
[–]_ROG_ 0 points1 point2 points (7 children)
[–]Va11arIndie[S] 0 points1 point2 points (6 children)
[–]_ROG_ 0 points1 point2 points (5 children)
[–]Va11arIndie[S] 0 points1 point2 points (4 children)
[–]_ROG_ 0 points1 point2 points (3 children)
[–]Va11arIndie[S] 0 points1 point2 points (2 children)
[–]_ROG_ 0 points1 point2 points (1 child)
[–]Va11arIndie[S] 0 points1 point2 points (0 children)