

- ASSIGN SCRIPT TO CREATED ASSET FROM SCRIPTABLE HOW TO
- ASSIGN SCRIPT TO CREATED ASSET FROM SCRIPTABLE FULL
- ASSIGN SCRIPT TO CREATED ASSET FROM SCRIPTABLE DOWNLOAD
menuName: The name of the asset as it appears in the Asset Menu.fileName: The default name when the asset is created.But before you can create these implementations, you will need to add your ScriptableObject to the Asset Menu.Īdd your ScriptableObject to the Asset Menu by giving the SwordData class the following attribute: This will let you set the values in the editor without giving access to the variable from other scripts.Įach sword will need it’s own unique implementation of the SwordData ScriptableObject. In Unity, the SerializeField attribute allows you to have private script variables that are exposed in the Inspector. attackDamage: An int to hold the attack damage of the sword.goldCost: An int to hold the gold cost of the sword.

ASSIGN SCRIPT TO CREATED ASSET FROM SCRIPTABLE DOWNLOAD
Next, extract the download to a location of your choosing and open up the Scriptable Object Tutorial-Starter project in Unity. Start by downloading the materials you’ll need using the Download Materials link at the top or bottom of this tutorial. If you need to sharpen your Unity skills, check out some of our other Unity tutorials.
ASSIGN SCRIPT TO CREATED ASSET FROM SCRIPTABLE HOW TO
You should know how to edit code in a code editor and have a basic knowledge of C#. There are 333 methods atm.Note: This tutorial assumes you know your way around the Unity editor. There are number of different methods, and to get list of them type: editor._hooks.
ASSIGN SCRIPT TO CREATED ASSET FROM SCRIPTABLE FULL
Or to get full JSON representation of it: var json = asset.json() Įntities, Assets, Scene Settings and few other bits in editor are all observer objects. To get lets say file size: var size = asset.get('file.size') So to change lets say name of it: t('name', 'name from script') Everything in editor is bound to its changes, so changing that object will be saved on server, updates ui, viewport, history and other relevant bits. Object Observer - is an interface to set/get data to. And sometimes returns results.įor example getting asset data object: var asset = editor.call('assets:get', 42) So main way to do something is using editor.call(method) - this calls some function, with arguments after name if needed. This provides failure tolerant code execution. You could have noticed that editor.js is not minified, but only concatenated, so you can have a peek inside.Įditor uses a messaging approach to communicate between parts instead of interfaces. It is just not cleared up and not documented.


But it is something we will have to address somewhere in the future.īut! there is an API in editor right now, it is not hidden and not minified from users. Hi had ideas and plans long ago to work on Plugin system.
