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Question by Genosis · May 12, 2014 at 08:39 AM · assetscriptableobject

How to reference variable in ScriptableObject(.asset files)?

So basically I went out of the way to make a .asset file following http://wiki.unity3d.com/index.php?title=CreateScriptableObjectAsset

My issue now is I have no idea how to go about referencing the serialized code attached to said asset.

using UnityEngine; using System.Collections; using UnityEditor; using System;

[Serializable] public class BallStorage : ScriptableObject {

 [SerializeField]
 Sprite ballSprite;
 [SerializeField]
 int derpderpderpyderp;

 // Use this for initialization
 void Start () {
 }
 
 // Update is called once per frame
 void Update () {
 
 }

}

This is the code attached. I simple want to reference the sprite. I assume it's using resources.load, anyone have any experience in this?

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avatar image Genosis · May 12, 2014 at 10:12 AM 0
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miserable bump? ):

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Answer by MikeNewall · May 12, 2014 at 11:10 AM

Resources.Load will work.

 BallStorage storage = Resources.Load<BallStorage>("BallStorage");
 
 storge.ballSprite = blah;

You could also have a public variable exposed of the same type as your scriptable object in the inspector to drag your asset onto

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avatar image CyberMantis · Mar 08, 2018 at 10:40 PM 0
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The same can be done with ScriptableObject.CreateInstance()??

I can't manage to make it work with with CreateInstance. As i can see it load $$anonymous$$e script, not the assets, so most of the attributes are still blank.

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