In this video I’ll show you how to use Scriptable Objects to design your game architecture to be flexible, easily debuggable, and extendable for both coders and designers.
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►🔗 Relevant Video Links 🔗
ᐅThe Ultimate Introduction to Scriptable Objects in Unity
ᐅUnite Austin 2017 – Game Architecture with Scriptable Objects
ᐅPlayer Prefs
https://docs.unity3d.com/ScriptReference/PlayerPrefs.html
The idea is to use a Scriptable Object as a middle-man for communication between two different scripts, and we use event-based messaging to shoot out events from the Scriptable Object to whoever is listening. This results in decoupling code and dependencies, making your code easier to rework and adapt to new changes.
►⏱️ Timestamps ⏱️
0:00 Intro
1:16 Mental Checkpoint Sponsorship
1:48 Bad Example #1
4:55 Bad Example #2
7:28 Bad Example #3
9:45 Additive Scenes Mention
10:51 Scriptable Objects as a Middle-Man
14:55 Scriptable Object VS Monobehaviour
15:25 Dependency Injection
16:18 Outro
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