

GameObject currentEntity = Instantiate(entityToSpawn, spawnManagerValues.spawnPoints, Quaternion.identity) Creates an instance of the prefab at the current spawn point. This will be appended to the name of the created entities and increment when each is created.įor (int i = 0 i < spawnManagerValues.numberOfPrefabsToCreate i++)

Public SpawnManagerScriptableObject spawnManagerValues An instance of the ScriptableObject defined above. To use these values, you need to create a new script that references your ScriptableObject, in this case, a SpawnManagerScriptableObject. Give your new ScriptableObject instance a meaningful name and alter the values. With the above script in your Assets folder, you can create an instance of your ScriptableObject by navigating to Assets > Create > ScriptableObjects > SpawnManagerScriptableObject. Public class SpawnManagerScriptableObject : ScriptableObject You can use the CreateAssetMenu attribute to make it easy to create custom assets using your class. More info See in Glossary folder and make it inherit from the ScriptableObject class. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. An asset may come from a file created outside of Unity, such as a 3D Model, an audio file or an image. To use a ScriptableObject, create a script in your application’s Assets Any media or data that can be used in your game or project. Saving data as an Asset in your Project to use at run time.Saving and storing data during an Editor session.The main use cases for ScriptableObjects are: For an exhaustive reference of every member of the ScriptableObject class, see the ScriptableObject script reference. This page provides an overview of the ScriptableObject class and its common uses when scripting with it. In a deployed build, however, you can’t use ScriptableObjects to save data, but you can use the saved data from the ScriptableObject Assets that you set up during development.ĭata that you save from Editor Tools to ScriptableObjects as an asset is written to disk and is therefore persistent between sessions. When you use the Editor, you can save data to ScriptableObjects while editing and at run time because ScriptableObjects use the Editor namespace and Editor scripting. Instead, you need to save them as Assets in your Project. A GameObject’s functionality is defined by the Components attached to it. Just like MonoBehaviours, ScriptableObjects derive from the base Unity object but, unlike MonoBehaviours, you can not attach a ScriptableObject to a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. This means that there is one copy of the data in memory. Instead of using the method, and storing duplicated data, you can use a ScriptableObject to store the data and then access it by reference from all of the Prefabs. More info See in Glossary.Įvery time you instantiate that Prefab, it will get its own copy of that data.
#Scriptable object architecture code
More info See in Glossary that stores unchanging data in attached MonoBehaviour scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. The prefab acts as a template from which you can create new object instances in the scene.

This is useful if your Project has a Prefab An asset type that allows you to store a GameObject complete with components and properties. One of the main use cases for ScriptableObjects is to reduce your Project’s memory usage by avoiding copies of values.
#Scriptable object architecture upgrade
Upgrade to Unity 2018.A ScriptableObject is a data container that you can use to save large amounts of data, independent of class instances. RuntimeLists, Event API and Statemachines See instructions in this part of the documentation. The master branch contains our most stable and release with accurate documentation.ĭocumentation can be found here. In this repository you will find the source code, assets and project settings of the Scriptable Framework for Unity app development (Unity 2018.4.4 or newer recommended) along with a DocFX project containing documentation assets and articles.
