Scriptable objects seem powerful, but their exact use is a little hazy to me. My current predicament is that I have an RPG with monster stats and visual data tied to scriptable objects. I am restructuring their stats into a few categories to make them a bit more modular. Is there a way to do this without breaking all of the “prefab” scriptable objects? My only thinking is that if the project gets big enough I will probably have to extract the mob data away from Unity and into a database. The use of scriptable objects becomes a little hazy to me at that point. Anyone have any direction? Thanks!
(Also, what do you call a created scriptable object asset that sits in a folder? The idea seems similar to a prefab but I don’t have a name for it.)
It really depends on the structure of the object, but you could keep both old and new fields, and potentially even write an editor script that goes through your existing assets and migrates the data from the old fields to the new fields. Then when the migration is complete you can remove the old fields.
I would no longer use ScriptableObjects at that point. The database would replace them.
Simply an asset or object of whatever type it is. If you have an Equipment ScriptableObject then an instance of that is an Equipment Asset or just Equipment object. At least that’s what I do personally.
Thanks again Praetor! I might just go with a database pretty soon as I prefer to see all my data in a table anyway. I first learned of scriptable objects a month ago and have been using them a bit since. I’ve gone from being excited to use scriptable objects to not really finding them that useful. Are they for people who don’t want to use a database? Not really sure what they are for anymore.