Unite Austin 2017 - Game Architecture with Scriptable Objects
Video Statistics and Information
Channel: Unity
Views: 337,361
Rating: undefined out of 5
Keywords: Unity3d, Unity, Unity Technologies, Games, Game Development, Game Dev, Game Engine
Id: raQ3iHhE_Kk
Channel Id: undefined
Length: 64min 29sec (3869 seconds)
Published: Mon Nov 20 2017
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Really curious to hear what you guys have to say about NOT using Singletons at all, using ScriptableObjects instead. Viable for most scenarios? Better than singleton?
Oh god ! Haven't finished it yet, but I love his Event Architecture pattern ! Gonna use it by now I think :)
It's an interesting take that is for sure. I think the runtime set makes quite a bit of sense but I am not a huge fan of the variables being scriptable objects.
Havenβt tried this yet, but Iβm not sure how difficult it will be to debug things. Sometimes itβs just easier to have the debugger point to the place in the scripts that is causing the issue. Seems like that will be much more difficult using this method. I may give it a shot just to see how that experience works.
I'm going to be honest, I don't really agree with that clean slate scene and prefabs containing all their functionality modularity he talks about 3 minutes in.
I feel like if we're talking straight production time, does the time it takes to set everything up like this actually pay off in time saved from dropping a prefab into a scene that requires another prefab or system to work?
I mean it's neat, but I feel like there's a lot of work arounds and duplicate code that would get put in, that a single system would be able to maintain and help out with.