Very simple question.
I create a Scriptable Object class that stores an array of data:
[CreateAssetMenu(fileName = "ScriptableObjTest")]
public class ScriptableObjTest : ScriptableObject
{
[HideInInspector]
public float[] values = new float[0];
...
When I create it, an .asset is created in the project.
When I open the asset it contains:
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 77da5dc8db2a46b4797932fecca75e77, type: 3}
m_Name: ScriptableObjTest
m_EditorClassIdentifier:
values: []
So there’s a guid of an instance in the scene… a file ID that I suppose points to the .asset file…
but where’s the actual data stored?. where are the contents of the array? isn’t the data serialized?