![]() ![]() ![]() PlayerInfo _info = ScriptableObject.CreateInstance() Īfter running one of the above methods, you can access the scriptable object. It is useful when you want each instance to have a separate asset. This will help you build an asset in the code. Public class PlayerInfo : ScriptableObject Then refer it to the field defined in the player class. Unity immediately begins rendering The process of drawing graphics to the screen (or to a render. Drag the Render Pipeline Asset onto the Scriptable Render Pipeline Setting field. In your Project folder, locate the Render Pipeline Asset that you want to use. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. Open the Graphics Settings window by navigating to Edit > Project Settings > Graphics. An asset may come from a file created outside of Unity, such as a 3D Model, an audio file or an image. ![]() Use the create asset menu as below and create the asset. To use a ScriptableObject, create a script in your application’s Assets Any media or data that can be used in your game or project. The first way is to create an asset through an attribute. However, to do the above, you must have a scriptable object asset. Returns the same amount of Player Data in the field and is ineffective. Because player information can be stored in an independent class or in the player itself, or even struct. So is this actually how you'd want to use scriptable objects or did I miss something? lolĪlthough the scribtable object is a very useful tool for storing information as an asset, it is not very useful for what you want to do. PlayerData.health = playerData.maxHealth Public void SetMaxHealth(BaseClass newClass) I originally just had a health script that handled all of it, but now it just references the scriptable object and adjusts the values in it public class HealthController : MonoBehaviourĬlassSelectButton.OnClassSelected += SetMaxHealth Here's my scriptable object public class PlayerInfo : ScriptableObject From my understanding, you want to try and limit the times you reference scripts since this causes things to become dependent, but with scriptable objects, it seems like you're supposed to reference them. asset file in the correct folder with the correct name (name of variable + change event) at runtime, but can't find a way make a reference in the script to the newly created ScriptableObject (since you can't use the usual method when you use Instantiate for gameObjects).I've been trying to learn more about scriptable objects because I've heard they're quite useful, however, I'm still a bit confused about how to work with them since it seems to conflict with the try to decouple your code. ![]() So my question is now how could I generate something IN THE EDITOR, and then autoassign it to the variable's ChangeEvent field? Is that easy to do (in which case it's worth implementing) or is it really complex (in which case I'll live with manually creating the event!). It's not super-important, but would be nice and I feel this should be solvable.ĮDIT: Upon thinking about this a bit more, it's not much use at runtime because I'd need to assign the event to a listener in the editor anyway. It's just to cut out one stage of implementation. It seems to be a better way of doing things (even if it's more difficult to plan out).Īs part of this, I thought that instead of the workflow being "create variable, create event to listen to this, then assign to a listener", it would be good if the 'VariableChangeEvent' was autogenerated with a useful name if there isn't one already ~at runtime~ in the editor and assign itself to an event field that fires when the variable is changed. I'm hoping this would avoid the need for constant checking in update to watch a variable. I want to have an event system where whenever this is changed, other components can listen to see when it's changed and then check within themselves if they need to act. I have a type FloatVariable, which is a ScriptableObject. I'm trying to build a ScriptableObject system (based off of Hipple's talk etc.) of variables and events. ![]()
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