Prefabs VS Scriptable Objects - Spikarian
2024 ж. 17 Сәу.
4 927 Рет қаралды
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ok the power of your animation override method has clicked with me now, when i saw you drag over the animations you wanted him to have i got it :D
Funny this came up because I just started using this method in my current project. I have multiple characters a player can choose, and when I add in the player character scene it builds the character from the chosen scriptable object.
Has unity load times gotten any better in the last year? I left unity over a year ago because when I used way back in like 2019, jumping between IDE and Editor was fast, and everything was smooth, then over time, the re-compile times between IDE and Editor got longer and longer and it just really broke the workflow and became frustrating. I miss programming in C# and curious if it's gotten any better.
Scriptableobject is like C# interface where first time you don't need to make it. After a while, you project went big and sometime you always do much copy paste and some of them are duplicated codes, then it's the time to make it more compact.
Really useful setting it up this way ❤
I really like the amount of the short gems you drop these days. Which outline asset you use (the black outline aroundthe mummy)?
Jason, can you please explain to me how the stats work? Are the stats SO only used as types, like a enum but with SO? I first thought they hold the values but that would mean that you needed one health SO per enemy, which seams difficult to manage. :)
Please do a guide on save and load of inventory where items are ScriptableObjects. I see everywhere that "you need to save ids, SO references, lookup tables" - no one actually tells how to generate/get those id/guid to serialize and not much optimal ways of managing lookup table. So please do a vid on this.
thanks for the video
I thought all of Protofactor's stuff was not Humanoid; that is was generic. Or is that only for the animation controller?
Character code link in the description is 404.
Just to understand how this translates to a 2D sprite game - would the prefab have a set of sprite images in it, and the animation refers to those images? Is there any code in the prefab doing anything?
Good q, I'll do a video about it soon. Feel like it needs more than a simple comment :)
hey is there something like the animation override that lets ya easily change the speed of each animation in the controller thanks
Yes. Look up .speed for animation playback.
Ok, nice. But what are the advantages over Prefabs ?
SOs are much more lightweight and don't take quite as much work to set up. I find them easier to organize, as well, but if it doesn't fit your workflow it's probably not something you have to worry too much about.
that grass tho... so weird. My mind so dirty 🤣
The problem I see with scriptable objects is that there is no need to use them at all. Yeah I can hold data and drag reference from the project. But I can do the same with Prefab. CharacterClass could be just normal prefab and I can use it as data and drag the reference as well. Since Prefabs allow nesting, they have even more possibilities than ScriptableObjects.
Hi! I'm an aspiring game dev, currently about to enter 12th grade, and have a limited budget. I was planning to get a laptop, the lenovo ideapad 3 to be specific, and the ryzen 5 5500H processor which is quad cores. The laptop has an Nvidia RTX 2050 graphics card. Although Its at 8GB RAM, It is upgradable. Do you think its a good choice? I've heard that quad cores isnt really desirable for game dev, and you ideally want a hexacore or higher.
The best machine is the one you have. You can absolutely do work and learn and build skills on a laptop like the one you described. The low RAM is probably the sticking point, but if you can upgrade that you should be aces.