holding references inside ScriptableObjects or identifiers (int) ?
Let's imagine this scenario (Invented):
I have a class that is Level. This class contains information for the levels, like difficulty, enemy spawn ratio or whatever.
then I have a ScriptableObject that has a list of Sprite-Level relation, as in which sprites will appear in the level. this scriptable object is just an array of LevelSpriteRelation, which holds a level reference and a textureid or gameobject instance ID.
Now my question is... should it be better to have unique ID's for Level and hold only integers inside the scriptable object? Then I guess a Manager would have an array of levels to find by id
Holding a reference is easier, but I would like to know if there is any cons on doing that, like garbage, leakage or more.
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