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Scriptable object architecture
Scriptable object architecture










scriptable object architecture

Does Unity have a single authoritative example for how to set up UI's correctly that will scale? That worked fine for one, simple UI but then the client needed many more 'modes' and it's a delicate mess of hooking up this to that, etc. The close buttons on both closed their own panel and 'enabled' the main UI again.

scriptable object architecture

For example, a button to show a screenshot gallery would open a gallery/grid panel of thumbnails (same button disabled the main UI), but if there were no thumbnails, I need a different tutorial/information screen to open. What I did was a nightmare of hooking up buttons to suit the mode. I wouldn't want it in game logic, unless we'd be dealing with a plethora of (configurable) variables.Ĭlick to expand.I just finished a very UI heavy project and it was not pretty! I would love to see an example of how a SO could be used to simplify exactly what you are talking about. I would hesitate using SOA for anything BUT decoupling the UI or potentially some other kind of "external source" like synchronization with a Web or DB API (ideal for caching and using local value store for testing). Until then, it was common for UI to break, based on modes or changes to business logic, which aggravated the client (are you even testing? ). Let's just say without SOA it would have caused TREMENDEOUS headaches, and in fact it did until we added SOA just about one year into the project. We had many different modes that affected UI (can't do this in that mode, limit this slider to other values based on some other setting) and different UI modes as well where the same functionality was accessible via drop-down menus, world-space UI (hotspots), VR specific UI and then VR + LeapMotion hand controlling GUI.

scriptable object architecture

When it comes to complexity: I have had SOA in just one large project (team of 4 working on it for 3+ years) and there it was mainly used to take a lot of grunt work and potential points of failure out of the UI. Just because in case you don't feel like going into wheel invention mode.Īt a minimum there's a ton of nice little solutions for just about everything around this architecture. I have not tried that yet, because i thought scriptable objects were designed for tasks like this.Btw, there are a gazillion implementations of the ScriptableObject Architecture on github alone. I could create a script for each card that derives from the base. Right now, my last idea would be to ditch scriptable objects in favor of one base class for cards (maybe as an interface?). Got posted as a responsive to this kind of problem, but i honestly dont understand how it helps or how i even implement it into my project. I tried to create a base class for effects and creating a seperate script for each effect that overrides specific methods like an Apply method that would get called on activation, but when adding an Effect field to my scriptable object, i cannot add it through the inspector. The cards get stored in seperate lists for the players hand and deck, i display them through a CardDisplayer Prefab that reads the stored data.Įverything is working fine for now, but i dont understand how to implement effects, since i cant just add them to the scriptable objects. I implemented my cards using scriptable objects that store data like their cost, name, sprite, etc. I have been looking for solutions to my problem but none of them did the trick for me. I am currently trying to build the base architecture for a card game and i am having problems implementing card effects. Reddit Logo created by /u/big-ish from /r/redditlogos! Long series.ĬSS created by Sean O'Dowd, Maintained and updated by Louis Hong /u/loolo78 Favors theory over implementation but leaves source in video description. Normally part of a series.Īlmost entirely shader tutorials. Lots of graphics/shader programming tutorials in addition to "normal" C# tutorials. Using Version Control with Unit圓d (Mercurial) Related SubredditsĬoncise tutorials. Unity Game Engine Syllabus (Getting Started Guide)ĥ0 Tips and Best Practices for Unity (2016 Edition) Lots of professionals hang out there.įreeNode IRC Chatroom Helpful Unit圓D Links Use the chat room if you're new to Unity or have a quick question. Please refer to our Wiki before posting! And be sure to flair your post appropriately. Remember to check out /r/unity2D for any 2D specific questions and conversation!

scriptable object architecture

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Scriptable object architecture