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Question by Jurassic · Aug 08, 2014 at 06:16 AM · serializationscriptableobject

Using a ScriptableObject to store script references

So I've got myself a ScriptableObject I'm using as a database asset. It holds a List of these Weapon Serializable Objects:

 using UnityEngine;
 using System.Collections;
 
 [System.Serializable]
 public class Weapon {
     
     public string weaponName;
     public int weaponID;
     public float weaponDamage;
     public float swingSpeed;
     public MonoBehaviour weaponBehaviour;
 
     public Weapon() {
 
     }
 }

The issue is that I cannot assign weaponBehaviour through the inspector. I want to be able to store a reference to a specific MonoBehaviour script for each different entry in the database. Am I approaching this incorrectly?

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Answer by Bunny83 · Aug 08, 2014 at 01:38 PM

A scriptableobject is an asset. An asset can only reference other assets. You can't reference things that are inside a scene. Those things only exists when the scene is loaded. So if the objects you want to reference are inside the scene, you should use a MonoBehaviour script inside that scene as well, instead of a ScriptableObject.

If your "weapons" are also assets (seperate prefabs), you can assign a reference to the script on the prefab, as the prefab is also an asset. You can use thie reference to instantiate that prefab at runtime.

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Answer by kannan21 · Aug 08, 2014 at 06:43 AM

Don't declare the datatype of weaponBehaviour as MonoBehaviour use the actual type of the script. For eg:

 public WeaponBehaviour weaponBehaviour;

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avatar image Jurassic · Aug 08, 2014 at 01:05 PM 0
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I tried that at first, same issue. I changed the type to GameObject and put the script on an empty prefab and it works now, just have to pull the script off of the game object with GetComponent.

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