Good timing! :D I just learning about them right now and your video popped up :D thanks ! Do you have any road map for tutorials like this? I see there is already one about game objects. I would love to see more of this. For ex. namespaces, interface, abstracts etc. etc.
I've actually got some old videos covering those topics that you could go check out but I will probably be covering them again in this beginners playlist.
I wish there was something on. 1) How to create scripable objects with c#. 2) how to attach it to your gameobject. 3) How to update each instance with values from a database. I'm sure scriptableobjects were meant to be created one at a time by right clicking on a menu.
What about objects that may change in the game? Suppose we have a sword, and at some point the sword could be upgraded. Would a scriptable object be advisable in that case or not?
I'm a beginner with nearly one-month learning unity... So inside a scriptable object, you can make it so that some information is accessible (get) but not editable (set) doing that we are less prone to errors by changing accidentally some value while running the game...but I think I heard something about making the game more secure, ¿how? secure against bugs or hackers or both... omg I want to understand this topic already and it seems is going to take some time.
He uses "new string" instead of "string" because in Unity there is already a string called "name" predefined and "new string" tells the programm now to use this NEW name instead of the old one
hello, when I make the textmeshpro prefab it looks fine in edit mode. but when i run the game, i can see the textmeshpro objects being instanced, i can select them, but they are invisible. can you help me?
Yes you can from script and from the editor (project window) while in play mode. You can even hot swap for another one before exiting play mode. Just not so much on a build as you'll need to store the data then reconstruct it every time the game begins / is needed.
@@euden_yt Well i did researchd and tried to do this. I built custom editor to add key value pair and assign that to the scriptable object and save that object, but its like blank in project and when i click on it its like it does not have a type and nothing shows in inspector window.
so the video you made on creating a save system with scriptable objects. You wouldn't recommend that anymore? ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-SNwPq01yHds.html