![]() 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: ScriptableObject architecture with a small, easy-to-expand codebase, and simple UI.Īnother take on ScriptableObject architecture from Ryan Hipple's 2017 Unite talk
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