#The ScriptableObject route
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and you just taught me something I didn't know about Discord too
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looks an awful lot like the page I just found two seconds before you started the thread: https://docs.unity3d.com/Manual/class-ScriptableObject.html#:~:text=To use a ScriptableObject%2C create a script in,Controller%2C an Audio Mixer or a Render Texture.
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if you can think of the right search terms
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thanks a bundle, I'll try it out
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if I close this thread, is there an easy way to get back to it later?
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okay, thanks, I noticed the menu at the top but that looks easier
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is there any link like in my profile to threads I've participated in?
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oh, the indent at the left puts it in my main window instead of the sidebar, that's much better
okay, so it looks like every time I make a new subclass, I'll have to manually add it to the list?
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I suspect that if I were to research how to write my own C# attributes I could probably code a manager, but it might be overkill by that point
at least, if they work anything like Typescript decorators....
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I mean in principle, if not specifics
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I spent the last few weeks writing an automatic settings saver for my angular project in my day job
it works beautifully now that it's finished - just slap [Settings("settingsName")] on the objects you want to be settings, and then forget about it
was frustrating to write though
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but they're even more of a headache than decorators?
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typescript has order of operations issues sometimes too
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I actually got to the point where I was answering a question or two on Stack Overflow instead of only asking at one point
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but I think I'm in about my second or third week of my Unity experience now
if you don't count the empty projects sitting on my hard drive over the years
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