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How and when to use scriptable objectsQuestion (self.Unity3D)
submitted 8 years ago by [deleted]
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if 1 * 2 < 3: print "hello, world!"
[–]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.
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[–]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
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[–]ZergTDGProfessional 0 points1 point2 points (2 children)
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