However, your merchant system allows for different merchants across the game world. The serializable structs provide an easy way of making changes via the Inspector, while also using the advantages of being a struct in C# such as being more adequate for smaller data aggregation compared to classes, and for having value semantics. This approach is actually quite versatile, and for many simple systems, it is certainly the easiest and more stable way to go. The code and inspector for such a system can be seen below: Thus, via the inspector, the game designer can input each one of these items manually while leaving you to program the other systems for the game. Then, you would add a List of ItemStruct in the merchant. I believe the initial attempt to tackle this system is to use a serializable struct that encapsulates the items’ properties. Additional advantages of scriptable objects.In this article, we’re going to be exploring fast prototyping in Unity and how you can use scriptable objects effectively in your game development. As the lead programmer, you need to decide where to store each one of these items in your system, so where would you? The game designer in your team already wrote a 100-page document on various items with an entire chapter dedicated to the multiple potion types. Fast prototyping in Unity: Scriptable objectsĬonsider that you are developing a merchant system for your game in Unity, where the merchant sells a list of items with a different name, price, description, and image. Yvens Rebouças Serpa Follow I am a Brazilian Nordestino in the Netherlands working as a Game Dev & Design teacher.
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