![]() PS: I wonder if you looked at the code I wrote in that progression Excel workbook. Using Hungarytion notation I feel better about knowing All my data is in one folder. ![]() (I plan on using Hungraytion naming Convention for my SO’s) I understand that folder is a KeyWord for unity… right? I also understand you are not allowed to have folders under it so what I am doing right now is thinking of a way to have all my scriptable objects in one folder(currently foreach dataType all over the file structure). For example for myself I am trying to limit the number of ‘Resources’ folders I have. At the same time I have handled Massive amounts of data and I feel having it centralized and easier to access is possible. I am getting a better feel for (what data to I want to track?) during RPG/Quest. I am trying to wrap my head around centralizing that data. I agree that the saving system Sam presented is very scalable and easy to adapt to. The PS first, I thought when I start using different characters (monsters or animals or aliens(without human form)) I would be making a Prefab for each type Keeping each in a class of there own. It is much more scaleable than a ScriptableObject approach, and will be even more so once my Conversion from BinaryFormatter to JSon/BSon tutorial is completed. Personally, once I hit the saving system we’re using now, I never really looked back. ![]() You can convert those to a List in the Serialization routines, though. One of the biggest challenges is that Dictionaries don’t automatically serialize in a SO. One of the biggest obstacles I faced was the same obstacle I faced when trying to write a robust saving system for Unreal, it’s harder to make a dynamic system with the ScriptableObjects. In fact, I attempted just that once before the RPG Course was written. It is actually very possible to make a saving system entirely using ScriptableObjects. Just remember if you eventually add the Rodent of Unusual Size to the mix, you’ll definitely need to replace that animator. You basically create a class of pure data, like our current BuildingData, but have it inherit Unitys ScriptableObject class. By using scriptable objects to create a common event variable. Scriptable Objects are saved as assets in the project’s folder. Yes, as long as your characters are all humanoid, this will work fine. 0 Build 17763), and it introduces the concept of a Direct3D 12 render pass.
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