ScriptableObjects instances and RAM usage.
Let´s say I have 100 instances of a scriptable object Item. And I want a reference of all these instances in my ItemDatabase Monobehaviour for use at runtime. So I create an array of Item and drag and drop all 100 instances in said array.
Question: Since scriptable objects don´t live in the scene, is it safe to say that the 100 instances are not taking any RAM and will be loaded when needed with ScriptableObject.Instance() or will all of my 100 objects be in the RAM but the its copy won´t take aditional memory?
If it´s the second case, what´s the best way to access the 100 instances at runtime? Make a Dictonary ItemDatabase with key string itemName, value string ItemResourcePath and use Resouce.Load() ?
Your answer
Follow this Question
Related Questions
Trouble with creating objects 1 Answer
Trying to track the BoxColliders of 2 Different Sets of Instantiated GameObjects 1 Answer
Garbage Collection in my Script 1 Answer
How can I move and to a random position?,How can I move an object every time I saw it? 0 Answers
If all tagged objects are destroyed 1 Answer