It’s always helpful to see these things in action, create a new project. Now with Scriptable Objects, you only need to change one object (the Scriptable Object) and all objects getting data from that Scriptable Object change at the same time. Before if you wanted to change an item’s stats, you’d have to change the values of every single copy of the item. Then that Scriptable Object is referenced by all copies of the item. In the above example, a single Scriptable Object can be used to define what the different properties of an item are. Then the Scriptable Objects are created from that template, which are then used by Unity game objects. The Unity developer creates a basic template for these containers, defining what information each object should contain. And what are Scriptable Objects? Simply put, they are data containers. To make things easier in a situation like this, you have Scriptable Objects at your disposal. Even if you’re not in a team, this method would just be harder on you as you work. This especially becomes an issue if you have a larger team to work with, so you’ll want to make things easier to change for other team members. In addition, if you must make any changes to the in-game objects, it’s simply not as efficient to do so when there are several copies of prefabs lying around. For starters, this method uses up more of your memory, something you may need to conserve if you plan on making a large game. While you could use Unity prefabs to do this and then change the values of each individual copy of the prefab, this is an inconvenient way to go about the task. If you want to load from local storage, use the AssetBundles.Suppose you’re making a role-playing video game and you need an easier way to assign statistics, properties, and much more to various items. This takes all the Assets you labeled with an AssetBundle name and places them in a folder at the path assetBundleDirectory defines.įor more details about this, see documentation on Building AssetBundles. When you click Build AssetBundles a progress bar appears with a build dialog. This script creates a menu item at the bottom of the Assets menu called Build AssetBundles that executes the code in the function associated with that tag. If(!Directory.Exists(assetBundleDirectory))ĭirectory.CreateDirectory(assetBundleDirectory) īuildPipeline.BuildAssetBundles(assetBundleDirectory, String assetBundleDirectory = "Assets/AssetBundles" Build the AssetBundlesĬreate a folder called Editor in the Assets folders, and place a script with the following contents in the folder: using UnityEditor To read more information on AssetBundle assignments and accompanying strategies, see documentation on Preparing Assets for AssetBundles. Variant names are not required to build the AssetBundles Once you’ve selected or created an AssetBundle name, you can repeat this process for the right hand drop down to assign or create a Variant name, if you desire.For example, use the AssetBundle name environment/forest to create a bundle named forest under an environment sub-folder To add sub-folders, separate folder names by a /. Note: AssetBundle names support a type of folder structure depending on what you type. Click None on the left-hand drop to reveal the currently registered AssetBundle names.Use the left-hand drop down to assign the AssetBundle, and the right-hand drop down to assign the variant. At the bottom of the Inspector, there is a section to assign AssetBundles and Variants.Examine the object in the Inspector A Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values.Select the Asset you want to assign to a bundle from your Project View A view that shows the contents of your Assets folder (Project tab) More info.To assign a given Asset to an AssetBundle, follow these steps: More detailed information about each piece of the workflow can be found in the other pages in this section of documentation. To get started with AssetBundles, follow these steps.
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