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Question by Boyboy180 · Feb 19 at 12:30 PM · gamevariablesscriptableobjectstrategy

Help with scriptableobjects

I tried to ask this question a while ago but as that got no answers, I'm going to try to rephrase it. I'm creating a fire emblem-style strategy game and wanted to know what the best way of storing character stats (Ally or enemy). Originally I was going to use scriptable objects but I read that they don't work for saving things in deployed games so they wouldn't work if someone levelled up or a weapon's durability needed to drop. Am I misunderstanding this? If not, what other methods could I use for storing this data? Thank you for any help that you can give.

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Answer by Tondoy · Feb 21 at 09:31 PM

You´re right scriptableobjects reset them self, whene a game build gets booted, but you can safe theire data to a text file and read them on start. Brackeys made a pretty good video about such a save and load system: https://www.youtube.com/watch?v=XOjd_qU2Ido

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avatar image Boyboy180 · Feb 21 at 11:41 PM 0
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What does get kept then when I create the build? Are the scriptableobjects still set with whatever I set them up with in the editor or are they suddenly all default values?

Additionally, I saw that most tutorials create their classes as independent and just have a scriptable object to hold this list. I've never really understood why it's set up that way so can you explain?

Thanks for the help so far.

avatar image Tondoy Boyboy180 · Feb 22 at 06:49 AM 0
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To answer your first question, in my tests the values I set in the editor were still there, so the scriptableobjects didn´t totaly reset. To your second question, I don´t know either. You can serialize a scriptableobject, too, at least using Json. So maybe it´s because they use another serializer, but as I saied, I dont know for sure.

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