![]() This event manager can hold many events from a scriptable object architecture namespace and with them, you can have a very modular calling of events. It needs to be initialized once at the start of the game. ![]() This approach is using a singleton instance of a scriptable object. It helps make the workflow much easier and modular. I thought of a different approach, something that could improve the usability of the event system at the cost of a little setup. He put quite an effort to make the events and listeners and many other structures of data that could be held within scriptable objects. This new workflow gave so much-needed refreshment to the way the editor and script interacted.īut one of the things that was a little annoying is the repetitive actions of creating an event in the script that needed it.ĭaniel Everland is a developer that created an asset pack that holds the essence of Ryan Hipple's talk. It was possible to create an event system that makes your code so modular. Using a combination of Unity events and the possibility to create multiple instances from a scriptable game object. Ryan Hipple, a developer at Schell Games, gave an interesting new use of scriptable objects. One of its advantages is that it can bind functionality to inputs without the need to even interact with the content of the scene. Later something else happened, scriptable objects became capable of holding and subscribing to events. It just exists and works from the moment you create the instance. The difference is that you don't need to initialize and maintain a scriptable object in order for it to be used. You'd probably ask at this point, what's the difference between a singleton and this scriptable object? But as time progressed it became possible to use it as a container for methods that you can access whenever you need. Well, we can use it as a preset of stored data that we can swap and select and use in real time. What can we do with this instance, you ask? ![]() Before we get into what it is and how it functions, let's talk about scriptable objects and how their concept revolutionized the workflow of a Unity developer.Ī scriptable object is an instance of a script, instead of dragging and dropping as a component on an object in the hierarchy, this instance lives among the files of your project. ![]() It's something I call the Scriptable Object Event System. I'd like to share with you a tool I've been working on and testing for a while. ![]()
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