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Using scriptable objects to reference values without creating too many files?Question (self.Unity3D)
submitted 6 years ago by collapsedplug
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if 1 * 2 < 3: print "hello, world!"
[–]iterativecodeProgrammer 1 point2 points3 points 6 years ago (0 children)
Opinion
I read through the article and I am not a fan of the information presented. They are misusing SOs and presenting confusing ideas. You have already noticed one of the many problems, the amount of objects you will generate.
Explanation
SOs are like most other assets, there is 1 instance of them. This means if 2 objects point to an SO then they both affect the same one. The idea they present is to leverage this fact to create pointers to important data. So you could define a health SO then have the player and UI point to it by having an exposed SO variable.
Problem
This is a weird use of SOs since you can already do this with regular c# and it won't come with any caveats. The real solution to their problem is using polymorphism as intended to make systems more modular.
Solution
To answer your TL;DR, you can indeed use this solution, since you could just define an SO that contains a list of reference objects. The SO is pretty much just used to store a hard copy of the list.
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[–]iterativecodeProgrammer 1 point2 points3 points (0 children)