#i think that was a bad talk and a bad
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but it worked fine & the concept of it is really good & making the overall architecture very flexible & designer friendly
so the Scriptable Objects events are also bad ? both have the same concept
if you guys can stop using scriptable objects for anything except describing assets i would do it now
yes
you should also try to not use scenes. just use 1 scene and prefabs instead
this way Scriptable Object are for static data containing ?
we're using Additive scenes. it's not a small project nor it's a few man team
already big titles have been shipped with this workflow , which is very effective & re-use able
oh cool which ones?
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
2 projects that i've worked on in my 5 year of experience are 4x games
coming to the point
so scriptable objects are only good as plain text files ?
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
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.