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Metadata Driven Development
Metadata Driven Development
  • Overview
  • Sample Spreadsheet
  • BG Database Configuration
    • First Steps
      • Setting up BG Database Locally
      • Creating an Import Job for Google Sheets
    • Import & View Metadata
    • Configuring a new Table
  • Code Architecture
  • Video Walkthrough
  • GameData Scriptable Object
    • The New Item Wizard (Editor tool)
  • Get the Project
  • BG Database Documentation
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GameData Scriptable Object

No, scriptable objects aren't evil, we just limit their usage

PreviousVideo WalkthroughNextThe New Item Wizard (Editor tool)

Last updated 6 months ago

While one of the main treatise of this workflow is to avoid Scriptable Objects, I would like to emphasize that they are NOT evil. They just are often over-used and mis-used in places where a more structure metadata workflow as proposed here might be suitable.

In the workflow defined in the sample project, there is a GameData scriptable object. This stores all of the references to the Unity assets that our project uses.

The Button at the bottom of the Scriptable object is a custom inspector that allows me to write all of the entry NAMES into the Unity Console. This helps simplify adding all of the entries into the Google Sheet so I can start working on their metadata.

A view of the GameData scriptable object from the sample project