My project relies on a few scripts that need to be persistent throughout the whole life of the application, and their function is to basically hold the reference and values of gameobjects and states, so I was wondering:
is there a way to create project wide variables that you can access without
GetComponent and GameObject.Find?
I have just started thinking about the editor, but apart from the tutorials haven’t seen much of them around:
do you think that it's possible to create an "editor class"(<= totally guessing here) that will exist
throughout the whole application, and which could replace my persistent scripts
in storing my variables, and that I could access without .Find?
My current scripts rely on dontdestroyonload and they work with it, but I am forced to perform many .Find and .GetComponent to get the references of my scene objects and variables (there’s a lot of interaction in all scenes).