#i think that was a bad talk and a bad

1 messages · Page 1 of 1 (latest)

gritty ridge
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but it worked fine & the concept of it is really good & making the overall architecture very flexible & designer friendly

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so the Scriptable Objects events are also bad ? both have the same concept

unique briar
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if you guys can stop using scriptable objects for anything except describing assets i would do it now

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yes

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you should also try to not use scenes. just use 1 scene and prefabs instead

gritty ridge
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this way Scriptable Object are for static data containing ?

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we're using Additive scenes. it's not a small project nor it's a few man team

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already big titles have been shipped with this workflow , which is very effective & re-use able

gritty ridge
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we're a development studio of 200+ personals in asia, and have worked with few major publishers.

really sorry, but i think i'm not allowed to talk about the projects yet. i hope you can understand

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2 projects that i've worked on in my 5 year of experience are 4x games

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coming to the point

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so scriptable objects are only good as plain text files ?

clear pasture
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I'm not sure of context but ScriptableObjects are best to keep immutable on runtime
Why? Because you can just replace it with any C# object for mutable stuffs
Only pros of ScriptableObject is that you can see it from inspector and put it into build as asset

unique briar
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in my opinion that's the best way to use them yes. but like anything that is also a C# class, it can be used for anything.