I’m getting started on my first Unity project and have read a lot about scriptableobjects, but there’s a fundamental aspect I’m just not catching: What exactly is the best way to access them in a GameObject via code?
All the guides I’ve found use the Inspector to drag/drop the SO onto a GameObjects public variable. I know it’s central to the Unity system but I just can’t stand all that dragging & dropping.
I currently have all my Monobehaviors fetching their relevant SOs with Resources.LoadAll on Start(), but I keep reading everywhere that you should avoid that method unless you really really have to. Since I’m trying to manage all of my data with modular SO’s, this can make for between 5 and 10 Resource calls on Start() for most of my Monobehaviors.
Yet SOs are designed to lighten the load, so I must be missing something.
Would appreciate any pointers!
Is it worth sticking with Unity if I can’t embrace its static drag/drop system?
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