Code responsible for unloading content for game mode. / Method called to initialize unloading game mode. / Method called each frame to have game mode loop. Code responsible for loading content for game mode. Enter a menu path and a class name for your. / Method called to initialize loading game mode. Select a few FMOD Events and click on Scripts->Unity->ScriptableObject. / Game Mode base class implemented as Scriptable Object Simply use the Create Asset function of the Unity editor’s Asset Database class and pass in the type of scriptable object you’d like to create. In the case of game modes, we used Scriptable Objects as Game Modes itself, so they were controlling gameplay, rules, and spawners. Besides Spawner, Scriptable Objects also had references to each other as patterns could be chained together. Obstacle spawner used them for storing information about patterns and where to place obstacles. You can create a Scriptable Objects during runtime but theres an issue with that, the item wont be saved, youll have to do that manually using JSON. Both of those things were using Scriptable Objects but in different ways. One time I was working on the game where we had a few different game modes and obstacle spawn system based on patterns. To also give you an idea of how versatile Scriptable Objects are, let me tell you a few examples where I used them. Of course, they were designed with something different in mind so I can’t really say more bad things about them! ? A little fun fact With Scriptable Objects, we can’t really do that in such an easy way. If you remember my post about Data Serialization, we could serialize Data model into text and then back to the object. Unfortunately, we can’t use Scriptable Objects in the same way as other Data models. What is also cool about having variables in Scriptable Object rather than in components attached to Game Objects is that we can tweak game parameters in Play Mode as all the changes are going to be saved! ?Īnother thing is that you can assign references to the Scriptable Objects in the same way as you are doing it with other references! Just drag and drop! ?
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