Modified 4 years ago. For example, the players health value, if its stored in a scriptable object, will be the same in a new level as it was at the end of the last. You can then use the variable like any other float, making sure to remember to use the Dot Operator to access its actual value. IoC Containers could provide great linking variables from script to script using Injections, but without a lot of dependencies. Using a static variable, which is essentially a global variable, is generally fine, so long as you only intend to ever have one variable of that type in the game. Scriptable objects work well for global variables because any script in any scene can easily access them, without needing a tight connection to the object that controls the data. Going slightly more advanced where youre talking about what you want to happen when the player is acted upon or does some sort of action: I think you could write something about how important events (delegates) are for creating untangled code. Ive immediately subscribed, and bought one of your assets on the Unity Asset store too (the Ultimate Game Music Collection). Im also a keen amateur developer and love learning how to make games. Then, when the item is collected, the same item type can be used to create a representation of it in the players inventory. Generally, its ok to use a static variable for something if there will never be more than one of it. And, if you have multiple objects of the same name in the Scene, theres no guarantee which object will be returned. Generally speaking, its good practice to only make a variable public if other scripts need to access it and, if they dont, to keep it private. However, there are a couple of differences between a Monobehaviour script thats attached to an object and a scriptable object class that exists in your project. Then, instead of using an array to hold each entry, because structs are, basically, values and cant be null-checked, you could use a list to store each unique item instance instead. This means that, if you use statics, or Singletons, which are based on statics, for something that you might need more than one of, you may find it difficult to change your project later on.
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