So I have been following a tutorial on how to make a Pokemon game in 2d, the knowledge from which I want to apply to a creature collector of my own design for practice. The biggest innovation I learned from it is how to take scriptable objects for each Pokemon and use them on just one object for things like battles and the overworld. This includes making slots in the object scripts that can be filled in the inspector using the scriptable object, like sprites for battle animations and walking. I am wondering if they can do the same thing in a 3d game since you are not using sprites as well as the fact that each character would have their own size for the collider you use. Would it be possible to make fields in each scriptable object of a monster that would adjust the collider to the mesh’s needs? Also, can I assign animations for different characters in fields as well? Or will I have to create an object for each monster?
I will probably have more questions later as the conversation expands.
ScriptableObjects are just “data bags.” They can hold anything that the Unity editor can serialize, including Sprites and Mesh objects, or Textures or whatever.
Thanks for the explanation I appreciate it as usual
Most Unity packages and features aren’t specific to 2d or 3d (there are a few of course that are specific though).
Also Unity just realised a e-book on scriptable objects that is worth reading: New free e-book and demo: Create modular game architecture in Unity with ScriptableObjects