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Some ramblings about ScriptableObjects

First, I have finished the beta for my2D project. I'm now looking for serious beta testers, and hope I can have a more complete demo soon.

Now, lets get into matter. Lately, I have found a couple of interesting materials about ScriptableObjects. I used one to implement the AI system, but then found this second:


This guy uses ScriptableObjects like a swiss knife, for an amazing variety of tasks, some of them you wouldn't believe. I recommend you to watch the video. I was really interested in seeing how can they be used to replace Singleton based game manager class, but he didn't covered that topic (or I did not understood when he did).

In my case, I plan to explore ScriptableObjects in the new iteration of my RPG project for AI (already have a working proof of concept) and for items/inventory system. Then I will see if there is some way I can used them to improve the dialog system.

Seems that Unity is trying to address the lack of information about ScriptableObjects, this year we have had those cool conferences, and perhaps other that I may have missed. At least for me, it comes at the right time.

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