GameData Scriptable Object

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

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.

A view of the GameData scriptable object from the sample project

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.

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