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Question by minearjade · Feb 09, 2018 at 12:27 AM · gameobjectinstantiateclassreferencemonobehaviour

Alternative to using prefabs w/scripts to save sets of data for use at runtime?

I really like building instances of classes using the Inspector through a prefab. The benefits are numerous, and the code behind instantiation is clean. However, the only way (that I know of) to create an instance of the class is by creating a new GameObject when the class inherits from MonoBehaviour. Is there another way I can save instances of modified scripts edited through the inspector without inheriting from MonoBehaviour? Or, is there an easier way to create a copy of the referenced class as a new object while MonoBehaviour is inherited without creating a GameObject? I know that Unity doesn't like it when you declare a new Class():MonoBehavior, so creating a deep copy would also be another near impossibility.

 public class AbilityMovement : MonoBehaviour
 {
     public string Name;
     internal Quaternion FacingDirection;
     public AnimationCurve DirectionX;
     public AnimationCurve DirectionY;
     public AnimationCurve DirectionZ;
     internal Vector3 DirectionalMovement;
     public float Force;
     internal float VerticalSpeed;
     public float Lifetime;
     internal float RemainingLifetime;
 
     public class AbilityInstance
     {
         public AbilityMovement Ability;
         public AbilityInstance(AbilityMovement ability, Quaternion facingVectorDirection)
         {
                Ability = Instantiate<AbilityMovement>(ability);
         }
     }
 }

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Answer by mafima · Feb 09, 2018 at 12:55 AM

ScriptableObjects. they are like containers for exactly that.

  • scripts become modular

  • save them

  • load them

  • read them easily

  • no more hard referencing variables in your scripts

If your interested seeing whats possible with them, here is a online game i made: https://mut.itch.io/legends-of-mlg password is lol.

alt text

youtube tutorial on them


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avatar image minearjade · Feb 09, 2018 at 02:09 AM 0
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