What are scriptable objects good for?
ScriptableObject is a serializable Unity class that allows you to store large quantities of shared data independent from script instances. Using ScriptableObjects makes it easier to manage changes and debugging.
Are scriptable objects persistent?
ScriptableObjects aren’t persistent. Only in the Editor. When you make a build, run your game, change something in the ScriptableObject, exit the game and restart it, it won’t retain the change. You still need a proper save system to achieve persistence.
What is the difference between MonoBehaviour and Scriptableobject?
A Scriptable Object is similar to a Game Object with an attached MonoBehaviour, but with a couple of differences. Game Objects only exist within Scenes or Prefabs, whereas a Scriptable Object is an asset that exists on disk. In that way, they’re more similar to a prefab (which is a file with a .
Can you Create scriptable objects at runtime?
You cannot save scriptable objects during runtime. Use an editor script instead. Otherwise, if you are loading a “spreadsheet” in runtime as part of the application/game, use JSONUtility instead to serialize and deserialize common [Serializable] classes and structs with [SerializeField] instead.
Can you edit scriptable objects runtime?
ScriptableObjects are intended for read-only predefined data. If you change them at runtime in the editor, they will actually change in the project, even after your stop and restart the editor.
Do scriptable objects persist between scenes?
Scriptable Objects are basically files, in fact they are persistent even between play modes and when closing and entering the Unity Editor.
How hard is it to mod Unity Games?
Unity works on the csharp language, so creating a mod may seem hardcore, but you do not need to be a super programmer, it is enough to know the basic knowledge of programming. It will be even more difficult to dig into the game code in search of the necessary game functions.
Is it possible to mod Unity Games?
For a player to create a mod, all they need is a base Unity project containing the prefabs in the original game. With this, players can modify the prefabs to their liking without modifying the address of the prefab.
How do I stop Singleton in unity?
Creating well-defined relationships between classes would naturally decrease the need of having a Singleton. Your design must be coherent as much as possible but we all know that. Regardless of that it still can get messy when the code base is getting bigger.