ScriptableObject question.

Is it possible to use ScriptableObject with DLL or source code?
For now the ScriptableObject is mapped by fileId and guid.

It’s easy to debug with source code in the project. But it’s better to distribute DLL when it is published as a plugin or asset.

Is there a way to remap them?

I dont understand what you mean…

What are:

“It’s easy to debug with source code in the project.”

“For now the ScriptableObject is mapped by fileId and guid.”

meant to mean? :S

There’s zero difference between scripts and DLLs as far as functionality goes. They are exactly the same thing…you don’t think Unity is actually running text scripts, I hope; it’s running compiled code which is identical to code in DLLs. It’s not “better to distribute DLL when it is published as a plugin or asset”, by the way. Many people won’t buy unless you include source code. I do include DLLs for most of my utilities (one of which uses a ScriptableObject) for the sake of eliminating code compiling time, but also include source.

–Eric

As I know best you can do is AssemblyDefinition.
You will distribute sources but Unity compile it into separate dll once on customer project.

If you read the ScriptableObject asset, you will see the ScriptableObjects are mapped by guid and fileID together.

But I actually have a need to not include the source code.
Any way I can write a tool to map the ScriptableObjects myself. But it’s inconvenience. I thought the ScriptData update will add this feature.