Everyone told me that the scriptable objects are pretty hard to learn. But as always you made it much easier to understand and implement. You are life saver, man. Thanks
They are basically models. Don't know why unity gave them a different name and treated them as a new feature. It's baked into c# (and any other OO languages)
Can you explain how this would be used in a game? You can't go writing a new method for every single card you want to display. How do you reference the SO in code?
@@Kathayne636late comment, but you can always at least go with a switch case of the name of the card. So switch (name"): Case "Minions": doMinionFunction(); Break;
I love how quick you teach a subject. I see other tutorials on subjects like this that people spend an hour teaching. I am usually not looking to spend an hour learning a new piece of Unity, unless it really deserves it. But what you get across in under 9 minutes is perfect! Keep the videos coming.
This is by far the best scriptable object video I've ever seen. I wasn't convinced I needed to use scriptable objects in my project but this completely changed my mind. This is a masterclass in visual explanation as well at technical. I love this.
I'm not sure what version of C# you're using but string interpolation is really useful for showing #s as text. You can do stuff like: Text.text = $"{numberVariable}"; You can even add stuff like :F2 after the number value or variable name to specify decimal places. It makes forming strings that have placeholder variables in them really nice looking. For example: Debug.Log($"{itemName} costs ${itemCost:F2}." as opposed to a bunch of concatenation or the old style where you include variables as parameters to some function.
Ohmygod, this took me months to figure out and this video has months of my experience compiled into 9 minutes. I no joke made the exact same project, with the same class names. I wish i just watched everyone of your videos before I ever touched a keyboard 😭
Thank you SO MUCH. I'm doing something very different than this but this helped me greatly in figuring out batter practices on how ScriptableObjects can be used than what some people talked about on the forums.
This is honestly one of the most helpful tutorials you've made so far! Now that I know what I can do with scriptable objects, my life will be sooooo much easier!!!
I was just now searching how to define the properties of a scriptable object on a game object or if you can instantiate a scriptable object - Android notification: "Brackeys uploaded SCRIPTABLE OBJECTS". I've made use of your videos before but this time is a new level of professionalism. Good job and keep it up!
Please more tutorials on ScriptableObjects! Maybe you'll show us some advanced features and techniques to use them? For example it's non obvious for me how to actually code those cards so they will behave differently from each other in actual gameplay And yes thanks for your tutorials, I watch you for a long time and I LOVE your straight and fast delivery of information. Though you usually don't go as far as we need it, just scratching the surface
JavaScript programmer here starting with Unity... was super excited to see this video!!! I personally think objects are one of the best things in coding, so glad they are so easy in Unity!!!
You made scriptable objects amazingly simple to understand. I love your tutorials! Simple and too the point with relevant examples. Thank you for the amazing work you do!
As someone that used to get paid to produce programming tutorials on Tuts+ I have to say your screencasting is top notch. Its amazing you can even do it live. I'd have to go through a script and just do different takes if I make a mistake.
aha whoa. What great timing, I just started working on a card game prototype & never knew how to use Scriptable Objects, now I am debating if I should use this or JSON... or both!? 😦 THANKS BRACKEYS!
Wow i watched soooo many tutorials and couldnt understand then stumbled upon this video and guess what i understood. i wish u came back to youtube you really helped me a lot.
First I want to say that I like your work. Simple and organised. I have a lot of experience in game development and teaching it. I refer many students to you. One comment I have for scriptable objects is about saving player data in them. Many ppl use scriptable objects to save data which is good but not many know that it saves data to disk when the game closes therefore, it has problems when apps are killed instead of closing. This happens all the time in development to Hololens since apps are killed when window is closed.
Thank you so much. I have been trying to learn about SerializableObjects for a few days now and this is the best thing ever! Clear and concise. Thank you!
I have a few questions this is great information and all all much appreciated but I want to know for example if I want to make a 2d game will the enemy NPCs derive from a scriptable object and how exactly am I going to organize their information and their functions as a monobehavior or as a scriptable object? Also another question by the way can I change color of some specific sprite image layer through code?
@@metedmtss I know.. im just asking to anyone who might answer. And the fact that they won't make new videos doesn't mean they will never answer to comments. It's always possible.
@@Hamentsios10 About the Sprite changing color via code, what you can do is get a reference to that image, then use this command, sprite.color = new color(r, g, b, alpha); Here, r g b means red, green and blue. If you see a pixel, it is composed of these colors and from them, we get different colors by changing the saturation, hues, contrast or something which is not important to know. And alpha is the level of opaqueness or transparency, of the color. And the question about enemy NPCs, to manage the data, which would be a lot, so better idea would be to use ScriptableObject, as if you would want to make any changes to them.in the future, it would be modular and so, east to work with. It's a very powerful stuff for Unity. Using game manager like Singletons or Toolbox are sometimes tedious, if the scale of the game is BIG. So, better to get better with ScriptableObject. I am a beginner, and still learning, and that's what I came up with after doing some research. ScriptableObject makes your game manageable, modular (object oriented paradigm friendly) and easy to make changes when in the future if we need to, without much refactoring. Hope that helped a little.
I could not wrap my head around this topic when I first used them while following MisterTaft's Zelda-like tutorials. I finally get it now. Thank you so much!
@@MrSirFluffy I was referring to Edwins card text. I know that the cards in the video are only supposed to be examples and not represent the actual cards they are based on, but Edwin (who's a 3 mana 22) is bc of his text one of the most powerful cards in the game.
Polish language isn't very complicated at all, it is incredible embroiled. The best example with a word "read". We have like 40 or even 60 versions :P BTW. The best channel to learn for me at this moment, THANK YOU very much!
Perfect timing on this for me. I was just looking into scriptable objects the other day and I wasn't sure if I had fully understood them. I definitely do now! I'll be using these for the shop in my current project. Thanks for the great video!
Excellent video, thanks! I had watched the Unity made tutorial on scriptable objects a couple of times and followed that, getting a few pieces I understood. But now after watching your video, I actually understand scriptable objects instead of just getting components working without the needed knowledge to adapt it to my development needs, and your video is like 10x shorter!
Been looking at a lot of camera tutorials for Unity, this is so far the best by far. You explain things well, and the camera mechanics are more advanced and better coded.
I wonder how this is affected by the new ECS scripting system. And how well would it be to use structs in scriptable objects when making new guns and such?
Dude, you honestly helped me so much. For two hours straight I tried to create a scriptable object (using code instead of the unityUI). This is way more convenient.
where has this been all my life?? I used to do a class for the card/item and then, in a monobehaviour I would set all the values in the start method. this ofcourse took alot more processing power(and time) so thanks alot!
6 років тому+5
Yeah... Thank you very much for the information. It looks like everyone talking about Scriptable Objects take the "lazy" approach of plugging the reference for the object assets manually directly in the inspector. What about if the card is created at run-time and you don't have the possibility to drag and drop that asset in? Can you reference an Scriptable Object from the assets folder (without using the Resources.Load, since Unity discourages its use)?
Hey Gerardo! I am just after the same thing, if you can change the object attributes runtime based on user input. Lets say change the artwork based on the user input. Have you figured it out?
Same thing here. Even with using Resource.Load I can't figure out the correct type for loading the created assets. Resources.Load("xyz.asset"); would come naturally to me, but there is no type Script allowed.
But how would i make it that each card does something special on the board, like edwin damaging all enemie cards when he is played but tirion destroying a random card
Great start for 2018! ScriptableObjects are saints sent from Unity heaven! I use SO's to keep information about weapons, weapon lists, weapon attachments, ammunition, sounds, configuration setups, localization (very basic though), powerups. But the best thing is I have float variables that I can easily change to change how e.g. a weapon handles its recoil. I highly recommend watching Ryan Hipples Unite Austin 2017 talk (link: ua-cam.com/video/raQ3iHhE_Kk/v-deo.html)!
Yep great for own organization, and even better to allow artists and designers to add and change content themselves while you're busy adding new features or smashing those bugs =)
How do you store and assign values like sounds that would normally be components? Brackeys only shows how to assign child gameObjects, not components :|
You simply declare in your ScriptableObject an AudioSource property for example. Unity will correctly display default components in the editor, and you can even write your own editor override to serialize custom components likeyou wish. But not sure I understand well your problem honestly so sorry if that does not answer your question, feel free to ask again..
Hello, Is there a way to put the ScriptableObject in Array? Instead of manually assigning ScriptableObjects in the screen how about you get a randomizer and those ScriptableObjects in the array and let the randomizer choose?
I've just watched two videos about Scriptable Objects, including the official 1 hour long Unity video on their website, and they both just hurt my brain. You explained this so well, I'm going to be checking out the rest of your videos for sure. Thanks!
The biggest difference is that prefabs also have transform and gameobject data on them which is not needed if the object is only used to store persistent data. ScriptableObjects are created just for that purpose and have alot less overhead. Also, if you change a scriptable objects parameters during runtime. The changes will be saved and not lost when you exit play mode and that is very helpfull for designers
Great guide thank you so much, really taught me a lot as a noob to unity, I have 1 question however, at 8:08 you mention that you can easily update these scriptable objects while the game is running, because you are just swapping out simple informaton. I can see this to be true myself, as I can drag and drop a new scriptable object into the field in the editor while the game is running, and I can see it update instantly. (Using OnValidate() ) My question is, how can I achieve this with script, so that I do not have to drag and drop? I would like to create a UI button that the user (who does not have editor access) can click, and have the object updated to show a new image. I am sure this is very simple to achieve, but as a total noob I have been having some real trouble finding the proper syntax to write this. I would be very grateful for any help you or anyone reading this can provide, thanks again for the great vid!!
Would be cool if he expanded upon this and showed us how to add cards to a deck and then once you purchase the deck with ingame currency or real money you click it and it randomly picks 3 cards based on rng....
Should be easy to figure out. A deck of cards is just going to be a List of cards. Pick 3 cards- just random range between 0 and deck length 3 times, being sure to remove the picked card from the List each draw.
I really enjoyed this video and it gives a introduction into Scriptable Objects in Unity. There is definitively more to say, for example that these object allow changing parameters (e.g fine tuning) at run time that will survive stop and restart of the game in the editor. I could not say how often I changed values without realizing that the game was running in the editor -> all changes are gone after stopping. I would like to see more of this concepts of Scriptable Object discussed here because I think it is really important stuff and leads to better decoupling and re-usability of assets in unity (as shown in the video from Ryan Hipples at Unity 2017, already mentioned below from some comments)
Make an abstract class of "CardEffect", Give CardEffect an abstract method of ActivateEffect( ); Create all the Effects you want, as sub-classes (extend to CardEffect), then define the ActivateEffect( ) method for each different sub-class Add the CardEffect class into the Card like he did for cardName, damage, health, and etc, as a variable Then just drag and drop in whatever CardEffect sub-class you require for your various ScriptableObjects, like he did for the different Sprite images for the card --- If the above doesn't make sense, lookup how to use abstract classes, and everything will begin to make sense.
Can you please make a tutorial on Easy Save or perhaps make a script or tutorial about how to save your games! By the way,thanks for helping i always support the brackeys team!
A bit late to the party here, but awesome video! Really great information here for a beginner! I've been subscribed for about 2 weeks now, and I've been going through all the old content. I've learned so much already!
I am not the best in programming, but maybe just saving the Transform of a object in an variable. An progress you can handle, what i can think of: 1. In an rpg you save the complete number of quests in a variable and the number of completed quests also in one an use simple math to calculate the percentage, or 2. you use an array of zones -> you go trough one and the counter for passed zones goes up. All in all i think it is not that difficult. Bit in terms of the boat i cant help you, im to bad for this
1. Create a plane for the water, trigger collider. 2. Create a boat out of very primitive objects, and add a rigidbody. 3. Write a script, that estimates the how much of the boat's bulk is under the water (in cubic meters), and add force to the boat scaling with the estimated bulk. 4. Adjust rigidbody mass, drag, angular drag and the force you add, and maybe add a little randomized force. Here u have a boat.
I like to imagine that the people over at Blizzard watched this and said "Why didn't we think of that?" and immediately went hard at work to changing their setup of the game xD
Captain obvious here - they already have even more advanced setup of how they store card info. In fact the card designers are provided with tools of their own to edit card data without ever getting involved with Unity (game part)
I know it was a joke and you will comment with "took it too seriously", that's why started with "Captain obvious here" implying I know it was meant to be as joke. Still shared the info since it fits in well with the video.
László Juhász so, basically you'll still need to create a script for every card that has some unique properties? I thought that maybe scriptableObjects had a better way of handling it but thanks!
Creating a class for each unique card is not recommeneded and will probably won't work well as you add more cards in the future. Instead try to create classes for effects and reuse them on cards (like drawing, dealing damage, healing and so on)
Is it really that many though? yes some cards really do have unique effect that only they can use and no other card can but when you think about it it's only small portion of the cards, most cards are using the same effect and even cards with more than one effect you can just have a queue of effects that will execute in order
+Mikhail Chetverkin You are trying to solve a problem that has nothing to do with ScriptableObjects. A ScriptableObject holds information that is relevant to its GameObjects implementation behavior. That is it. What you want the GameObject to do beyond that point (of what is can do within its lifetime) depends on what you give it. Create all the UniqueProperty sub-classes you need, then... Give each Card the ability to hold a List and define the call requirements of this --- Again the ScriptableObject will not only allow you to inject this behavior into the Object at runtime, but also edit the injection of data within the Unity Editor.
Yes there is. You use Start for when the Game Starts. However you can create a Script that extends from the Editor to Update it when the information changes.
To save data I use Binary Formatting. Here's a quick run through on the MS website: msdn.microsoft.com/en-us/library/system.runtime.serialization.formatters.binary.binaryformatter(v=vs.110).aspx
That is not true, you can modify data in SO at runtime and those changes will remain even after you finish the runtime ie. it will override data you filled in the editor.
Is there a way to create saved data for all platforms using a Unity script rather than having to save a different way depending on the platform? Example: Windows 10, PS4, WebGL ...
What do you mean a "normal Object"?, you mean a prefab? Or maybe an Abstract sub-class? What ScriptableObjects is trying to make simple is a design pattern known as Dependency Injection. "The goal of the dependency injection technique is to remove this dependency by separating the usage from the creation of the object. This reduces the amount of required boilerplate code and improves flexibility." - Google Search: goal of dependency injection If you want to use other coding models to achieve your goal, you're welcome to do so, but keep in mind you are using Unity. It makes the most sense to use ScriptableObjects, because it streamlines the development, version control, and overall management of your games data objects. --- If you still don't get it then I suggest you try to create a game that uses a large amount of items(and create different version of these items). Do it without SerializedObjects, then do a version utilizing this tool. You will quickly understand why Scriptable Objects are essential to anyone working in Unity.
I think what the question is asking here is, in the way that he used this Card class (Object) in this video he could've also just created a class that inherits from nothing that stores primitive values. Stored the actual values like name, etc. In a json file and loaded them at runtime. But the benefit of scriptable objects here is the editor helping do all the setup.
A fantastic tutorial ! Short, down to the point, funny... each video always feels fresh and interesting ! Cheers :) !
Hi Noa! Love your channel and I agree. This tutorial was great. Brackeys never disappoints.
Second Comment
Ur mom gay
Hello Noa or Liam! Your channel has immensely inspired me to work hard on my game development endeavors. I love your pass the game videos!
For anyone wondering, you can also reference text mesh pro objetcs (with "using TMPro;") then declaring the text as TMP_Text instead of Text;
Thanks! I was just about to ask that
Just got back to developing and was stressing how to do this. Thank you
Or also :
using TMPro
and
public TextMeshProUGUI text;
in some cases
I bet TMP Pro was designed by the same genius who made the new input system. what a kewl guy. he should be promoted. to janitor.
- "I hope you guys had an happy new year"
Me: Oh, this video is recent
- "and I'm looking forward to an happy 2018"
Me: ...
And we are here in 2020.
Same
@@dsfmdiya7500 I can relate
you know it's not recent when the mic is on screen. Rip mic.
@Scryptol :thinking:
Everyone told me that the scriptable objects are pretty hard to learn. But as always you made it much easier to understand and implement. You are life saver, man. Thanks
They are basically models. Don't know why unity gave them a different name and treated them as a new feature. It's baked into c# (and any other OO languages)
Can you explain how this would be used in a game? You can't go writing a new method for every single card you want to display. How do you reference the SO in code?
@@Kathayne636late comment, but you can always at least go with a switch case of the name of the card.
So switch (name"):
Case "Minions": doMinionFunction();
Break;
I love how quick you teach a subject. I see other tutorials on subjects like this that people spend an hour teaching. I am usually not looking to spend an hour learning a new piece of Unity, unless it really deserves it. But what you get across in under 9 minutes is perfect! Keep the videos coming.
Asbjørn, your tutorials are still the top grade, even now, several years after you've stopped. 😊
This is by far the best scriptable object video I've ever seen. I wasn't convinced I needed to use scriptable objects in my project but this completely changed my mind. This is a masterclass in visual explanation as well at technical. I love this.
this guys S tier material, literal genius and he gives it away for free
Seriously this guy is the man. Explains concepts in a straightforward manner.
we wish him the best...
- "I hope you guys had an happy new year"
Me: Oh, this video is recent
- "and I'm looking forward to an happy 2018"
Me: ...
Whenever I need help with anything unity-related, it turns out Brackeys already did that specific thing. Thanks Brackeys!
So true
I'm not sure what version of C# you're using but string interpolation is really useful for showing #s as text. You can do stuff like: Text.text = $"{numberVariable}"; You can even add stuff like :F2 after the number value or variable name to specify decimal places. It makes forming strings that have placeholder variables in them really nice looking. For example: Debug.Log($"{itemName} costs ${itemCost:F2}." as opposed to a bunch of concatenation or the old style where you include variables as parameters to some function.
like a formatted string in python
It's amazing how much value can one pack in 9 minutes. Thank you!
Ohmygod, this took me months to figure out and this video has months of my experience compiled into 9 minutes. I no joke made the exact same project, with the same class names. I wish i just watched everyone of your videos before I ever touched a keyboard 😭
Thank you SO MUCH. I'm doing something very different than this but this helped me greatly in figuring out batter practices on how ScriptableObjects can be used than what some people talked about on the forums.
This is honestly one of the most helpful tutorials you've made so far! Now that I know what I can do with scriptable objects, my life will be sooooo much easier!!!
Yeah, I felt like this was something really important that I learned lol
Brackey so many years after, you’re still saving my life (currently building a card/ only ui game) THANK YOU
This is blowing my mind! I can't wait to test this out in some of my own projects. Had no idea this was a thing you could do.
I was just now searching how to define the properties of a scriptable object on a game object or if you can instantiate a scriptable object - Android notification: "Brackeys uploaded SCRIPTABLE OBJECTS". I've made use of your videos before but this time is a new level of professionalism. Good job and keep it up!
I was thinking on how to do enemies for a rpg, and remembered this video. Seems to be working perfectly, so thanks!
lol exact same here
Exact same here just for different characters
Hearthstone cards were an ingenious way of explaining this concept
Please more tutorials on ScriptableObjects! Maybe you'll show us some advanced features and techniques to use them? For example it's non obvious for me how to actually code those cards so they will behave differently from each other in actual gameplay
And yes thanks for your tutorials, I watch you for a long time and I LOVE your straight and fast delivery of information. Though you usually don't go as far as we need it, just scratching the surface
JavaScript programmer here starting with Unity... was super excited to see this video!!! I personally think objects are one of the best things in coding, so glad they are so easy in Unity!!!
You made scriptable objects amazingly simple to understand. I love your tutorials! Simple and too the point with relevant examples. Thank you for the amazing work you do!
i spent all day watching videos on scrriptable objects, this is by far the easiest and clearest. thank you so much!
As someone that used to get paid to produce programming tutorials on Tuts+ I have to say your screencasting is top notch. Its amazing you can even do it live. I'd have to go through a script and just do different takes if I make a mistake.
This knowledge is really powerful, and I feel that many programmers are not using it within Unity, thanks Brackeys, you are the best instructor.
0:18 The subtitle "Heavenly Choir" made me giggle a bit :D
still, this is the best video on scriptable objects in unity for beginners.
aha whoa. What great timing, I just started working on a card game prototype & never knew how to use Scriptable Objects, now I am debating if I should use this or JSON... or both!? 😦 THANKS BRACKEYS!
Hmm.. if you use json, someone can change the content easily using any text editor.
Posted comments two times for content I see
@@Maggiethegsd That's happened to me a few times, seems to be a glitch going around
Woah, a clone!
Brackey, I know you hear this a lot but I can *NOT* emphasis how valuable your videos are.
I have never ever even heard of this before and I’m already thinking about the possibility’s! Thanks brackeys
Wow i watched soooo many tutorials and couldnt understand then stumbled upon this video and guess what i understood. i wish u came back to youtube you really helped me a lot.
BEST game dev tutorial creator on youtube!
First I want to say that I like your work. Simple and organised.
I have a lot of experience in game development and teaching it. I refer many students to you.
One comment I have for scriptable objects is about saving player data in them.
Many ppl use scriptable objects to save data which is good but not many know that it saves data to disk when the game closes therefore, it has problems when apps are killed instead of closing.
This happens all the time in development to Hololens since apps are killed when window is closed.
At 0:10 you said that making a load of prefabs was prone to error. Is that due to the human element of screwing up the prefab, or something else?
I was breaking my head about how i can create cards in unity as objects, this helps so much. Thank you!
5:30 I die a little inside each time I see a space between the function name and parenthesis
true
I always do that
@@shinryusaiha i mean auto correct does that to me and i dont care changing
@@Gamer-uf1kl you can change that in VS settings, as well as other similar settings
@@shinryusaiha Does it causes any issues?
Thank you so much. I have been trying to learn about SerializableObjects for a few days now and this is the best thing ever! Clear and concise. Thank you!
I have a few questions this is great information and all all much appreciated but I want to know for example if I want to make a 2d game will the enemy NPCs derive from a scriptable object and how exactly am I going to organize their information and their functions as a monobehavior or as a scriptable object? Also another question by the way can I change color of some specific sprite image layer through code?
He cant answer this question look at his Last video
@@metedmtss I know.. im just asking to anyone who might answer. And the fact that they won't make new videos doesn't mean they will never answer to comments. It's always possible.
@@Hamentsios10 they left the channel ther are not lookşng at comments anymore
@@metedmtss Understood, then anyone else who would see it will do.
@@Hamentsios10 About the Sprite changing color via code, what you can do is get a reference to that image, then use this command,
sprite.color = new color(r, g, b, alpha);
Here, r g b means red, green and blue. If you see a pixel, it is composed of these colors and from them, we get different colors by changing the saturation, hues, contrast or something which is not important to know. And alpha is the level of opaqueness or transparency, of the color.
And the question about enemy NPCs, to manage the data, which would be a lot, so better idea would be to use ScriptableObject, as if you would want to make any changes to them.in the future, it would be modular and so, east to work with. It's a very powerful stuff for Unity. Using game manager like Singletons or Toolbox are sometimes tedious, if the scale of the game is BIG. So, better to get better with ScriptableObject.
I am a beginner, and still learning, and that's what I came up with after doing some research.
ScriptableObject makes your game manageable, modular (object oriented paradigm friendly) and easy to make changes when in the future if we need to, without much refactoring.
Hope that helped a little.
I didn’t know I needed this until I watched it.
*looks at my current item system*
*shoves everything down from desk*
welp, time to update this shit
Great video btw, helps me a lot :D
I could not wrap my head around this topic when I first used them while following MisterTaft's Zelda-like tutorials. I finally get it now. Thank you so much!
more than his coding skills in general I'm more scared that Tirion is 6 mana 6/8..
I was like woah, Edwin is weak. Than I was like woah Tirion is OP, must Nerf.
@@MrSirFluffy you dont play hearthstone, do you :P
@@Hoichael I play lots of Heartstone, a 6 mana 6/8 is off the power curve. A 3 mana 3/2 is under the power curve.
@@MrSirFluffy I was referring to Edwins card text. I know that the cards in the video are only supposed to be examples and not represent the actual cards they are based on, but Edwin (who's a 3 mana 22) is bc of his text one of the most powerful cards in the game.
@@Hoichael Im aware, im reffering to the video version.
It took me a year to get to this. Thank you for being so far ahead of me please keep uploading so I can't keep trying to catch up 😂❤.
Make a tutorial on how to say in the best way possible that BRACKEYS IS THE BEST.
Make a donation, or talk about him to your friends, and so on
Mr.K We will need several tutorials each one of those things
That's a fact!
Use the UI functionality and emission based materials ( if materials are in unity)
Yeah, the angelic choir singing was totally appropriate for this tutorial as it is AWESOME!!! Great tip and lesson Brackeys! Thanks a million!
Pause at 0:00 xDDD. I love learning from you. ;)
Learning*
Teaching is what the teacher does, learning is what the student does. :)
Erk thanks. I'm from Poland so I'm not Perfect with English. Really thanks.
Krifix! Ui
Polish language isn't very complicated at all, it is incredible embroiled. The best example with a word "read". We have like 40 or even 60 versions :P
BTW. The best channel to learn for me at this moment, THANK YOU very much!
Compared to English, many languages are complicated.
Perfect timing on this for me. I was just looking into scriptable objects the other day and I wasn't sure if I had fully understood them. I definitely do now! I'll be using these for the shop in my current project. Thanks for the great video!
I wish I knew about this a year ago when I was trying to make an rpg battle system.
Excellent video, thanks! I had watched the Unity made tutorial on scriptable objects a couple of times and followed that, getting a few pieces I understood. But now after watching your video, I actually understand scriptable objects instead of just getting components working without the needed knowledge to adapt it to my development needs, and your video is like 10x shorter!
Hey can you make a video about how to optimize a Game for mobile devices (Canvas Scaler)?!
+1
I recommend Unite Austin's video about writing high performance C# scripts - ua-cam.com/video/tGmnZdY5Y-E/v-deo.html
+1
+1
+1
Me: haha I'll just make Monobehavior variables
Unity: you can't serialize Monobehavior
Me: BRACKEYS HELP
just make the game object into variable and give it the monobehaviour.
Been looking at a lot of camera tutorials for Unity, this is so far the best by far. You explain things well, and the camera mechanics are more advanced and better coded.
I wonder how this is affected by the new ECS scripting system.
And how well would it be to use structs in scriptable objects when making new guns and such?
Great Video.
I watched many videos to understand this concept, but this video is the best.
I think dat everybody want to see you making new series for making card game like hearthstone or yugioh
Very nice, looked at a few scriptable object tutorials but this makes it easy to understand
and another time the Unity god safed me 100 hours of my life :D
Dude, you honestly helped me so much. For two hours straight I tried to create a scriptable object (using code instead of the unityUI). This is way more convenient.
7:30 music starts playing. It scared the shi* outa me.
where has this been all my life?? I used to do a class for the card/item and then, in a monobehaviour I would set all the values in the start method. this ofcourse took alot more processing power(and time) so thanks alot!
Yeah... Thank you very much for the information. It looks like everyone talking about Scriptable Objects take the "lazy" approach of plugging the reference for the object assets manually directly in the inspector. What about if the card is created at run-time and you don't have the possibility to drag and drop that asset in? Can you reference an Scriptable Object from the assets folder (without using the Resources.Load, since Unity discourages its use)?
Hey Gerardo!
I am just after the same thing, if you can change the object attributes runtime based on user input. Lets say change the artwork based on the user input.
Have you figured it out?
Same thing here. Even with using Resource.Load I can't figure out the correct type for loading the created assets. Resources.Load("xyz.asset"); would come naturally to me, but there is no type Script allowed.
Someone give this man a medal.
But how would i make it that each card does something special on the board, like edwin damaging all enemie cards when he is played but tirion destroying a random card
i don't normally like youtube videos, even if i like them. Brackeys is an exception. Always with quality content. so helpful
I would like to hear about implementing complex skill interaction logic rather than just basics on organizing data members.
Excellent video, vero pro. I was looking for a good explanation of ScriptableObjects, now it's done. Good job !
Great start for 2018! ScriptableObjects are saints sent from Unity heaven!
I use SO's to keep information about weapons, weapon lists, weapon attachments, ammunition, sounds, configuration setups, localization (very basic though), powerups.
But the best thing is I have float variables that I can easily change to change how e.g. a weapon handles its recoil. I highly recommend watching Ryan Hipples Unite Austin 2017 talk (link: ua-cam.com/video/raQ3iHhE_Kk/v-deo.html)!
Yep great for own organization, and even better to allow artists and designers to add and change content themselves while you're busy adding new features or smashing those bugs =)
How do you store and assign values like sounds that would normally be components? Brackeys only shows how to assign child gameObjects, not components :|
You simply declare in your ScriptableObject an AudioSource property for example. Unity will correctly display default components in the editor, and you can even write your own editor override to serialize custom components likeyou wish. But not sure I understand well your problem honestly so sorry if that does not answer your question, feel free to ask again..
Eu Jeen It's simply much faster
Thanks a lot for sharing this Unite talk. * opens scriptable third eye *
A classic tutorial from a classic channel in game development.
Hello, Is there a way to put the ScriptableObject in Array? Instead of manually assigning ScriptableObjects in the screen how about you get a randomizer and those ScriptableObjects in the array and let the randomizer choose?
Did you figure it out?
I've just watched two videos about Scriptable Objects, including the official 1 hour long Unity video on their website, and they both just hurt my brain. You explained this so well, I'm going to be checking out the rest of your videos for sure. Thanks!
What's the difference between this and making a prefab for each card and changing its values in the prefabs?
Leonardo Gomes he answered your question in the first 16 seconds
prenom nom He didn't really answer it. Why this may cause errors or is incovenient?
The biggest difference is that prefabs also have transform and gameobject data on them which is not needed if the object is only used to store persistent data. ScriptableObjects are created just for that purpose and have alot less overhead.
Also, if you change a scriptable objects parameters during runtime. The changes will be saved and not lost when you exit play mode and that is very helpfull for designers
Haim David Thanks!
Thanks a lot for the explanation!
I love Scriptable Objects! It's crazy how this video comes out around the time I'm looking up more info on SO!
Great guide thank you so much, really taught me a lot as a noob to unity, I have 1 question however, at 8:08 you mention that you can easily update these scriptable objects while the game is running, because you are just swapping out simple informaton.
I can see this to be true myself, as I can drag and drop a new scriptable object into the field in the editor while the game is running, and I can see it update instantly. (Using OnValidate() )
My question is, how can I achieve this with script, so that I do not have to drag and drop?
I would like to create a UI button that the user (who does not have editor access) can click, and have the object updated to show a new image. I am sure this is very simple to achieve, but as a total noob I have been having some real trouble finding the proper syntax to write this. I would be very grateful for any help you or anyone reading this can provide, thanks again for the great vid!!
Did you figure this out already?
@@suldra915 Did you in turn figure this out?
Best quality game development tutorials on everything from Unity !!!!
Would be cool if he expanded upon this and showed us how to add cards to a deck and then once you purchase the deck with ingame currency or real money you click it and it randomly picks 3 cards based on rng....
Should be easy to figure out. A deck of cards is just going to be a List of cards. Pick 3 cards- just random range between 0 and deck length 3 times, being sure to remove the picked card from the List each draw.
I really enjoyed this video and it gives a introduction into Scriptable Objects in Unity. There is definitively more to say, for example that these object allow changing parameters (e.g fine tuning) at run time that will survive stop and restart of the game in the editor. I could not say how often I changed values without realizing that the game was running in the editor -> all changes are gone after stopping.
I would like to see more of this concepts of Scriptable Object discussed here because I think it is really important stuff and leads to better decoupling and re-usability of assets in unity (as shown in the video from Ryan Hipples at Unity 2017, already mentioned below from some comments)
thanks M8
Wow, I was just learning about scriptable objects and you made a video about it only 2 years ago! What a coincidence!
How would you do to execute different things for each Card?
Make an abstract class of "CardEffect", Give CardEffect an abstract method of ActivateEffect( );
Create all the Effects you want, as sub-classes (extend to CardEffect), then define the ActivateEffect( ) method for each different sub-class
Add the CardEffect class into the Card like he did for cardName, damage, health, and etc, as a variable
Then just drag and drop in whatever CardEffect sub-class you require for your various ScriptableObjects, like he did for the different Sprite images for the card
---
If the above doesn't make sense, lookup how to use abstract classes, and everything will begin to make sense.
@@kserra9112 i know its been 7 months but thank you this helped me a lot
Great tut! I've been wanting to learn S.O's for a while. Thanks for making it approachable!
Can you please make a tutorial on Easy Save or perhaps make a script or tutorial about how to save your games! By the way,thanks for helping i always support the brackeys team!
A bit late to the party here, but awesome video!
Really great information here for a beginner!
I've been subscribed for about 2 weeks now, and I've been going through all the old content. I've learned so much already!
How do you recreate the mechanics of a boat in Unity? And can you show us a easy way to save things like positions and the progress in the game!
I am not the best in programming, but maybe just saving the Transform of a object in an variable. An progress you can handle, what i can think of:
1. In an rpg you save the complete number of quests in a variable and the number of completed quests also in one an use simple math to calculate the percentage, or
2. you use an array of zones -> you go trough one and the counter for passed zones goes up.
All in all i think it is not that difficult. Bit in terms of the boat i cant help you, im to bad for this
Emil Nilsson There are good tutorials for boats/water online. There are also some free packages you can download and see how they did it
I'd suggest you look into PlayerPrefs in Unity. It's far from elegant, but it's a great & super-simple way to save game progress!
1. Create a plane for the water, trigger collider. 2. Create a boat out of very primitive objects, and add a rigidbody. 3. Write a script, that estimates the how much of the boat's bulk is under the water (in cubic meters), and add force to the boat scaling with the estimated bulk. 4. Adjust rigidbody mass, drag, angular drag and the force you add, and maybe add a little randomized force. Here u have a boat.
Very useful info! This is why I browse your channel. You teach me things I didn't even know I wanted to know!
I like to imagine that the people over at Blizzard watched this and said "Why didn't we think of that?" and immediately went hard at work to changing their setup of the game xD
Captain obvious here - they already have even more advanced setup of how they store card info. In fact the card designers are provided with tools of their own to edit card data without ever getting involved with Unity (game part)
You took a joke too seriously
I know it was a joke and you will comment with "took it too seriously", that's why started with "Captain obvious here" implying I know it was meant to be as joke.
Still shared the info since it fits in well with the video.
Gotta give the thumbs up to Parveen on this one. The cap'n is right all around.
You forgot to mention that Ben Brode is laughing hard while copying the script. Lol
This is overpowered!!! Thank you for gifting us with this beautiful knowledge!!!
But what about unique properties of each card? How would you implement it with scriptableObjects?
László Juhász so, basically you'll still need to create a script for every card that has some unique properties? I thought that maybe scriptableObjects had a better way of handling it but thanks!
Creating a class for each unique card is not recommeneded and will probably won't work well as you add more cards in the future. Instead try to create classes for effects and reuse them on cards (like drawing, dealing damage, healing and so on)
I thought about that already but still, look at the hearthstone, there are so many cards that have unique effects that you can't really reuse
Is it really that many though? yes some cards really do have unique effect that only they can use and no other card can but when you think about it it's only small portion of the cards, most cards are using the same effect and even cards with more than one effect you can just have a queue of effects that will execute in order
+Mikhail Chetverkin You are trying to solve a problem that has nothing to do with ScriptableObjects.
A ScriptableObject holds information that is relevant to its GameObjects implementation behavior. That is it.
What you want the GameObject to do beyond that point (of what is can do within its lifetime) depends on what you give it.
Create all the UniqueProperty sub-classes you need, then...
Give each Card the ability to hold a List and define the call requirements of this
---
Again the ScriptableObject will not only allow you to inject this behavior into the Object at runtime, but also edit the injection of data within the Unity Editor.
An excellent tutorial. Easy to follow. One of the best explanations I've seen on the topic of scriptable objects. 👍
Would it be possible to display the information about the card in the editor as well? Not just when you run the game
MegaMiley (I'm just commenting to get updated on the answer)
Yes there is.
You use Start for when the Game Starts. However you can create a Script that extends from the Editor to Update it when the information changes.
Editor Script ;)
MegaMiley just add "[ExecuteInEditMode]" above your class : docs.unity3d.com/ScriptReference/ExecuteInEditMode.html
Or the "OnValidate" method as I say in an another comment ^^
Brilliant as always. You are the best on UA-cam for learning Unity. :)
can i please use those "aww" sounds at the beginning in a game
A SMALL SIZE, ANTI-TIME WASTING, USEFUL FEATURE THAT I DID NOT KNOW ABOUT?!
Thanks brackeys
Can you make save games using ScriptableObjects?
Ok thanks :)
No, you can't. you're not able to modify the data at runtime
To save data I use Binary Formatting.
Here's a quick run through on the MS website: msdn.microsoft.com/en-us/library/system.runtime.serialization.formatters.binary.binaryformatter(v=vs.110).aspx
That is not true, you can modify data in SO at runtime and those changes will remain even after you finish the runtime ie. it will override data you filled in the editor.
Is there a way to create saved data for all platforms using a Unity script rather than having to save a different way depending on the platform? Example: Windows 10, PS4, WebGL ...
Your videos are best in show. Bummer you stopped Brackeys UA-cam. Hope your current ventures are going well.
I don't really understand how these differ from normal Objects.
What do you mean a "normal Object"?, you mean a prefab? Or maybe an Abstract sub-class?
What ScriptableObjects is trying to make simple is a design pattern known as Dependency Injection.
"The goal of the dependency injection technique is to remove this dependency by separating the usage from the creation of the object. This reduces the amount of required boilerplate code and improves flexibility." - Google Search: goal of dependency injection
If you want to use other coding models to achieve your goal, you're welcome to do so, but keep in mind you are using Unity. It makes the most sense to use ScriptableObjects, because it streamlines the development, version control, and overall management of your games data objects.
---
If you still don't get it then I suggest you try to create a game that uses a large amount of items(and create different version of these items). Do it without SerializedObjects, then do a version utilizing this tool. You will quickly understand why Scriptable Objects are essential to anyone working in Unity.
I think what the question is asking here is, in the way that he used this Card class (Object) in this video he could've also just created a class that inherits from nothing that stores primitive values. Stored the actual values like name, etc. In a json file and loaded them at runtime. But the benefit of scriptable objects here is the editor helping do all the setup.
Happy new year to you too, thank you for the tutorials and hopefully your year will be blissful and filled with goodness
2 + 2 is 4 minus 1 that's 3 quick maths
BigJigglyNutSack Skraaaa
I said babe, the mans no't' ho't'
Everyday man's on the code, smoke script
See your C in the IDE, that C is a ukers
When a ting went void void void, you man were public
I am just finding out about this and am absolutely mind blown. I feel just...enlightened