GameData Scriptable Object
No, scriptable objects aren't evil, we just limit their usage
Last updated
No, scriptable objects aren't evil, we just limit their usage
Last updated
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.