Scriptable Objects can be used to create global game events that can be accessed from any object. So whats the best way to manage all of those variables in a game, and make them available to other scripts too? And while it may not cause you any real problems when your project is small, as your game grows bigger, using this method to find and manage collections of objects can be slow and difficult to manage. Well, it depends on how youre using them. If both scripts are derived from MonoBehaviour and are active you can take non-static public members and use GameObject.Find (store it as reference if you need it quite often or use drag and drop in Unity editor). As you start to build the different parts of your game you will, no doubt, need each part to connect and communicate with each other. And keep it up. Using the previous example, instead of finding every Enemy, or every object with Health, it can be easier to, instead, have objects add themselves to a List that other objects and scripts can then check. How can you keep track of game-wide, global variables, like a score or the players health? Audio clips are assets in the Project while audio sources are components that sit on game objects in the Scene. Get Component in Children works in the same way as Get Component except, instead of only checking the specified game object, it checks any child objects as well. Thanks for the tip. But, that said, if using a Find function means keeping your code modular and separate, then its appropriate. Simply replace T with whatever component type (or class name) youre trying to find. 0 Meaning that, while it is possible to create dynamic elements in a scriptable object, such as collections of data that can change, or by using modular points of contact between scripts, such as Unity Events, delegates or even other scriptable objects, generally if you want a single point of interaction to trigger a different set of logic, you may find it easier to use an Interface instead. How to get a variable from another script in Unity (the right way), How to use the new Random Audio Container in Unity. Which can be useful for passing data between scenes. One option is to create a Scriptable Object Singleton, which combines the convenience of access of a master singleton pattern, sometimes referred to as a service locator, with the flexibility of scriptable objects, specifically the ability to create multiple instances of the same system. Because Unity is essentially searching through an objects components every time you use it, it is slower than using an existing, cached reference. How to manually access a variable using the Inspector, How to find different objects in the Scene, How to use statics to create a Singleton game manager, How to create a Scriptable Object variable, Scriptable Object global variables vs static variables, trigger the audio source component to play from the script, How to use the new Random Audio Container in Unity. It doesn't need to be in the first run script, or in any script. By default, new scripts inherit from Monobehaviour, which is what allows them to be added to game objects as components. This script manages what will happen when a quest is completed by subscribing a Remove Completed Quest function to the On Quest Completed Action, allowing the player to remove quests when they are finished. Answers Scriptable Objects are a type of class in Unity that can be used to create multiple instances of a script that each contain their own unique values. I read it on my phone without access to my computer, but it was so well written and explained that I could easily follow and understand everything without having to try it out in Unity.

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