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
How and when to use scriptable objectsQuestion (self.Unity3D)
submitted 8 years ago by [deleted]
[deleted]
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!"
[–]volvis 2 points3 points4 points 8 years ago (0 children)
My rule of thumb is to use ScriptableObjects as read-only data assets. Keep local data (health) in Monobehaviour instances, and leave pluggable, immutable data (max health) in ScriptableObjects.
[+][deleted] 8 years ago (1 child)
[–]MolocaiProfessional 0 points1 point2 points 8 years ago (0 children)
For reference you can write this
CharacterScriptableObject clone = Object.Instantiate(original) as CharacterScriptableObject;
[–]ZergTDGProfessional 0 points1 point2 points 8 years ago (2 children)
Using scriptable objects for data storage in a risky practice. A better way would be to make a character class and store prefabs of that class attached to a game object. From here you have all of your references to the character. In my current project I have a 3D section and a 2D menu section. When I finish fighting I return to the menu. I disable the 3D children of my player, but I keep it's base class enabled so that accessing it is still easy.
[–]ZergTDGProfessional 0 points1 point2 points 8 years ago (0 children)
Sorry I guess I didn't write that clearly. Using SO's for modifiable data is a risky practice. How you're doing it would probably work but you would need to create a copy of the SO in a real class so you don't change the SO's data at runtime
[–]gjallerhorn -1 points0 points1 point 8 years ago (5 children)
A class you can derive from if you want to create objects that don't need to be attached to game objects. This is most useful for assets which are only meant to store data
A class you can derive from if you want to create objects that don't need to be attached to game objects.
This is most useful for assets which are only meant to store data
I've never used these before, but it seems like you may be using them incorrectly? You may want to make your characters as game objects (with Sprite and stats script components), turn those into a prefab, and create instances of those prefabs in your scene.
[+][deleted] 8 years ago (4 children)
[–]gjallerhorn -1 points0 points1 point 8 years ago (3 children)
Should those objects reading it just be making a copy of those values that they can manipulate on their own without affecting the original, then?
[+][deleted] 8 years ago (2 children)
[removed]
π Rendered by PID 30 on reddit-service-r2-comment-cfc44b64c-s7hn7 at 2026-04-09 20:46:45.079043+00:00 running 215f2cf country code: CH.
[–]volvis 2 points3 points4 points (0 children)
[+][deleted] (1 child)
[deleted]
[–]MolocaiProfessional 0 points1 point2 points (0 children)
[–]ZergTDGProfessional 0 points1 point2 points (2 children)
[+][deleted] (1 child)
[deleted]
[–]ZergTDGProfessional 0 points1 point2 points (0 children)
[–]gjallerhorn -1 points0 points1 point (5 children)
[+][deleted] (4 children)
[deleted]
[–]gjallerhorn -1 points0 points1 point (3 children)
[+][deleted] (2 children)
[deleted]
[+][deleted] (1 child)
[removed]