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Question by IgorAherne · Dec 02, 2016 at 08:47 PM · serializationscriptableobjectreferenceresources.loadassetdatabase

Scriptable Object references if not saved in AssetDatabase?

Hello,

Suppose I have a reference to a scriptableObject in my Monobehavior. This scriptableObject was created through the Editor script.

question 1: What happens if I don't save the scriptableObject as an asset into the asset database after I instantiate this scriptableObject?

question 2: Will unity keep the reference to a scriptable Object which was in the Project panel after the game build? Or do I have to manually re-fetch it through "Resources.Load"? What if the Monobehavior is a part of a prefab and is not in the scene?

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Answer by Sergio7888 · Dec 02, 2016 at 09:27 PM

1: Any asset file created is added to asset database, if you don't save the ScriptableObject in a file it will not be usable at runtime.
2: If an ScriptableObject reference is set before game build you will have no problem, any thing made after game build will not be in the game, you will need rebuild the game.

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avatar image IgorAherne · Dec 06, 2016 at 12:50 PM 0
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Thank you @Sergio7888, I did build tests but still found a weird anomaly about build size, here: http://answers.unity3d.com/questions/1281396/build-size-is-larger-with-null-reference-than-with.html

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