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#unity#scriptableobject#monobehaviour

Unite Europe 2016 - Overthrowing the MonoBehaviour tyranny in a glorious ScriptableObject revolution

Unity

1.2M subscribers • 3 videos on Hallway

YouTube
  • Recommended by 1 person: 1 on Stack Overflow and its sister sites.
  • Presented by Richard Fine, Unity Technologies
  • Linked in the descriptionrichard-fine/scriptable-object-demo
  • Made by the vendor. The company whose product it covers made or sponsored it.
  • May be out of date. Uploaded 10 years ago, in an area where tools change fast.
  • An opinion. It argues one side of a question engineers disagree on.

Intermediate. Assumes working knowledge.

72K views10 years ago1 recommendation

Game developmentSoftware designUnity, Unreal and GodotSoftware architectureDesign patterns

Richard Fine explains how to use ScriptableObjects in Unity to build more flexible and modular game architectures.

Every Unity programmer is familiar with the MonoBehaviour class, but many overlook its simpler, more flexible neighbour, ScriptableObject. In this talk, Richard Fine (Unity Technologies) goes over ScriptableObject in detail, and works through many examples of how it might be applied in a project. Demo project: github.com/richard-fine/scriptable-object-demo Help us caption & translate this video! amara.org/v/V6Zh/

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1 person recommends this

What people say. Recommended as an excellent guide to using ScriptableObjects for game architecture and data serialization.

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mredon Game Development Stack Exchange • Recommends

On “How can I create scenes programmatically from a deployed build in Unity?”

…Scene will be empty. This function is for creating Scenes at runtime. To create a Scene at edit-time (for example, when making an editor script or tool which needs to create Scenes), use EditorSceneManager.NewScene. You could also use something like this scriptable objects and json example to create both built in and user generated levels: link to this video…
5View the answer