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Question by Masea1 · Dec 12, 2019 at 08:11 PM · scriptableobjectreferencing

Using a Scriptable Object as a Config

Hello guys. I am actually quite new into Unity and have many questions. Of course, I am not going to gather all of them in this single thread and instead, I am going to ask only one of them for now.

Since I am using Scriptable Objects as general containers for typical data (such as items, attributes, classes and so on), I also thought that it would be a good idea to use it for Config (in other words, Settings) that contains variables like Default Stack Capacity, Inventory Capacity, Max Level, etc. Here's a quick screenshot of it: alt text

So what I desire to achieve is that reference this Config data to a specific GameObject (preferably named as "Game") and get it from anywhere else as well. Say, in the Player script, I'd easily get it with Game.Config.maxLevel and such.

However, I don't exactly know which way is the best for referencing this Config data globally across all the scripts I have as it is really sensible to make this such data global.

I heard that Singleton is a good way when it comes to global variables but personally, I think they are kind of tricky and hacky. Simply put, I just don't want to deal with singletons but if it is the only way for my case then I think I would have to use them.

I also know that I can use Resource.Load function along with making the variable static. However, Unity itself says it is not recommended at all.

Any suggestions? Thanks in advance.

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avatar image oTaijjo · Dec 13, 2019 at 08:20 AM 0
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I'm just dropping in to tell you, imho, the things you already listed are all valid ways to achieve what you want. Hope that helps!

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