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Scriptable object architecture8/27/2023 ![]() ![]() ![]() Of course, not every variable should be a scriptable object. So it's very easy to pick up and integrate only where you need it. It doesn't provide the efficiency benefit of ECS, but doesn't require you to change the GameObject-Component workflow you are used to. Have you ever heard of advantages of ECS? That data-driven architecture is good for games and allows for better decoupling of systems and managing mechanics? ScriptableObject architecture provides just that. They pass the information to a variable/event and don't care, who receives it or how many objects are listening for this change. At the same time, two prefabs don't need to know about each other to pass the information between them. But think about it - you put a variable once in the file system, and can change it or react to the change from everwhere: from a game object in a scene, from a prefab, from different scenes at once, even from other scriptable objects. They are stored as separate files which can seem redundant at first. In ScriptableObject architecture, variables and events are scriptable objects. Where they receive the data from doesn't matter which alllows to arrange components and prefabs in multiple ways, so you don't have to rewrite code when you need to change a gameplay mechanic or even add a new mechanic. You can design components and prefabs that are highly decoupled and are driven by data. ScriptableObject architecture allows to write less code and do more design work in the editor. The way you can work with scriptable events and variables is versatile and integrated into Editor, so you can use them the way you like. You can subscribe to events and variables using UniRx. Intuitive, easy-to-learn interface, allowing you to use all the advantages of ScriptableObject Architecture without cluttering UI with unnecessary buttons and fields.It allows to implement extensions of the plugin easily and modify it to your liking. With help of generic classes, there is only one class for a variable, one class for a scriptable event, etc. Main differences from ScriptableObject-Architecture and unity-atoms: I have not tried that yet, because i thought scriptable objects were designed for tasks like this.ScriptableObject architecture with a small, easy-to-expand codebase, and simple UI.Īnother take on ScriptableObject architecture from Ryan Hipple's 2017 Unite talk I could create a script for each card that derives from the base. Right now, my last idea would be to ditch scriptable objects in favor of one base class for cards (maybe as an interface?). Got posted as a responsive to this kind of problem, but i honestly dont understand how it helps or how i even implement it into my project. I tried to create a base class for effects and creating a seperate script for each effect that overrides specific methods like an Apply method that would get called on activation, but when adding an Effect field to my scriptable object, i cannot add it through the inspector. The cards get stored in seperate lists for the players hand and deck, i display them through a CardDisplayer Prefab that reads the stored data.Įverything is working fine for now, but i dont understand how to implement effects, since i cant just add them to the scriptable objects. I implemented my cards using scriptable objects that store data like their cost, name, sprite, etc. I have been looking for solutions to my problem but none of them did the trick for me. I am currently trying to build the base architecture for a card game and i am having problems implementing card effects. Reddit Logo created by /u/big-ish from /r/redditlogos! Long series.ĬSS created by Sean O'Dowd, Maintained and updated by Louis Hong /u/loolo78 Favors theory over implementation but leaves source in video description. Normally part of a series.Īlmost entirely shader tutorials. Lots of graphics/shader programming tutorials in addition to "normal" C# tutorials. Using Version Control with Unit圓d (Mercurial) Related SubredditsĬoncise tutorials. Unity Game Engine Syllabus (Getting Started Guide)ĥ0 Tips and Best Practices for Unity (2016 Edition) Lots of professionals hang out there.įreeNode IRC Chatroom Helpful Unit圓D Links Use the chat room if you're new to Unity or have a quick question. Please refer to our Wiki before posting! And be sure to flair your post appropriately. Remember to check out /r/unity2D for any 2D specific questions and conversation! ![]() A User Showcase of the Unity Game Engine. ![]()
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