![]() You can also generate ScriptableObjects as an output from a ScriptedImporter. You can save ScriptableObjects to asset files either from the Editor UI (see CreateAssetMenuAttribute), or by calling AssetDatabase.CreateAsset from a script. ![]() Instantiate ScriptableObject objects with CreateInstance. This shows the total block count in the onscreen UI.Use ScriptableObjects to centralise data in a way that can be conveniently accessed from scenes and assets within a project. This refreshes the Inspector when the Items list changes.Īn event channel also syncs the current number of Items to a custom RuntimeSetCounter component. This notifies the Editor script when adding or removing members from the Items list. Update events: The runtime set has a System.Action called ItemsChanged.Custom Inspector: Since ScriptableObjects cannot serialize scene objects out of the box, the GameObjectRuntimeSetEditor script provides a custom Inspector that overrides the default type mismatch error.Ĭlick any block in the Inspector to highlight it in the scene Hierarchy.The Patterns demo shows a few quality-of-life enhancements when working with runtime sets: At the same time, the runtime set tracks the actively changing number of blocks in the Items list. You can continuously fill blocks into the grid as quickly as the ball removes them. This contains the list of all the blocks in the scene. The ball destroys a block on contact.Ĭhoose Select Set to show the BlockRuntimeSet_Data in the Inspector. Good examples include Soap – ScriptableObject Architecture Pattern in the Unity Asset Store or the Patterns demo example below.Īlthough PaddleBallSO doesn’t feature a use case for runtime sets, the project’s Patterns demo includes a small sample that shows this design pattern at work.Ĭlick the Spawn Block button to fill in the wall of blocks incrementally. You can also fix this issue with a custom Editor script and Inspector. Use a public property or the HideInInspector attribute if you want to avoid confusion and prevent the list from showing in the Inspector. The list is actually working, but the data does not display correctly. By design, a ScriptableObject can’t serialize a scene object. Instead, a “Type mismatch” appears in each element field. ![]() One limitation of this technique is that if you inspect the ScriptableObject at runtime, you won’t be able to see the contents of the Items list in the Inspector by default. This is especially handy if you’re using the Enemy component with Prefabs. If the m_RuntimeSet field is set in the Inspector, the Enemy component will appear in the EnemyRuntimeSetSO automatically. Here, each Enemy component can add or remove itself using its OnEnable or OnDisable methods. If you want a component to include itself in a set automatically, you can also invoke the runtime set’s Add or Remove methods from the MonoBehaviour’s OnEnable and OnDisable.įor example, your fictitious Enemy class might look like the code snippet below. Often, you can use a second MonoBehaviour to set up or update it during gameplay. Use ScriptableObjects as event channels in game code.Use ScriptableObjects as delegate objects.Use ScriptableObject-based enums in your Unity project.Separate game data and logic with ScriptableObjects.Get started with the Unity ScriptableObjects demo.This series includes the following articles: These tips can help you simplify your code, reduce memory usage, and promote code reusability. Together, the e-book, demo project, and these mini-guides provide best practices for using programming design patterns with the ScriptableObject class in your Unity project. The demo is inspired by classic ball and paddle arcade game mechanics, and shows how ScriptableObjects can help you create components that are testable, scalable, and designer-friendly. This is the sixth in a series of six mini-guides created to assist Unity developers with the demo that accompanies the e-book, Create modular game architecture in Unity with ScriptableObjects. This page explains how to use a ScriptableObject-based runtime set for frequently referenced components.
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