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The Ultimate Introduction to Scriptable Objects in Unity

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In this video I'll introduce you to ScriptableObjects (SOs), show you what they are, how they work, how to make one, and why you should use them.

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► Relevant Video Links
ᐅUnity Forum ScriptableObject behaviour discussion (how Scriptable Objects work)
https://forum.unity.com/threads/scrip...
ᐅScriptable Object API Unity Documentation
https://docs.unity3d.com/ScriptRefere...

I go over the Scriptable Object creation, instantiating them through code dynamically, showing the functions you can call within them, and will mention additional uses with them such as event based messaging and replacing enums. I will be making another video going more indepth with the event based messaging. Scriptable Objects are scene and playmode independent assets that live in the project scope and are used to contain data. This makes it great for rapid iteration for both developers and designers and allows for easier testing due to reduced dependencies (can isolate testing features).

Small Fix, in the video I said to put SerializeField and a private setter, but make sure to add the field tag as so
[CreateAssetMenu]
public sealed EnemyData : ScriptableObject
{
[field: SerializeField]
public Int32 MaxHealth { get; private set; } = 100;
}

►⏱ Timestamps ⏱
0:00 Intro
0:38 Machinations Sponsorship
1:55 What are Scriptable Objects
3:47 How to make a Scriptable Objects
7:11 Enemy Scriptable Object Example
11:16 Scriptable Objects Overview
11:53 Scriptable Object Functions and Execution Order
14:47 Instantiate Scriptable Object in Code
16:33 Event Based Messaging with Scriptable Objects
17:07 Sidenote Don't destroy original Scriptable Object
17:21 Replacing Enums with Scriptable Objects
19:11 Outro

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posted by toirchighoq